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Viewing 15 posts - 76 through 90 (of 120 total)
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  • in reply to: Camera Projection tutor-please #218341
    claudio antonelli
    Participant

    the only “tricky” think I’ve found is that matching the rotation and position of a specified camera does not mean said projector will be looking in the same place.

    In fact it seems to never do that, and I don’t have an answer as to why that is, but the workaround is to make the projector a child of your camera, or dupe your camera and all translation and rotation/aim attributes will carry down. Just make sure to set your projector Z depth to 0 and link it’s FOV to the camera.

    in reply to: Expanding and Collapsing Channels in the Channel Editor? #218393
    claudio antonelli
    Participant

    the alt key. Hold it down when everything’s collapsed and everything below the arrow will open up. the reverse is also true.

    in reply to: Action render slower in batch #218285
    claudio antonelli
    Participant

    60 frames of monochromatic noise – 12 bit HD 1920×1080
    one layer, matte off, one displacement – z=600
    resolution to all: 1
    AA: 8 sameples

    time in action (from hitting “process” to the fish turning back into the cursor): 2 min, 15 sec.
    time in batch: 2 min, 15 sec
    (timed on my iphone stopwatch–flame’s time estimates were dead-on as well)

    for whatever it’s worth.

    in reply to: Action #218298
    claudio antonelli
    Participant

    @jayrandall 28876 wrote:

    or, alt drag your Action node from the node bin to the Batch desktop. It instantly takes you to your Action directory for your setups.

    I never knew that. Awesome tip!

    in reply to: Maya FBX to Flame #218311
    claudio antonelli
    Participant

    whatever maya 2009 defaults to on FBX export has been coming into flame fine for me, at least in terms of cameras and basic geometry.

    Not that my description there helps all that much, but I remember in 2008 and earlier exporting FBX’s involved picking a version and checking all kinds of stuff and setting scale. in 2009 I changed none of those options (which were fewer) and it worked.

    in reply to: Action render slower in batch #218284
    claudio antonelli
    Participant

    I haven’t experienced that personally (it’s a long time since I used action alone), but it could be GPU related… Isn’t that the reason why Action’s transfer modes can’t do transparency?

    in reply to: manual 3D tracking #218276
    claudio antonelli
    Participant

    not exactly an answer so much as a sidestep, but the camera tracking software Syntheyes is inexpensive and it’s supervised tracker (same as Flame’s maunal 3d tracker) is much faster and more usable. I’ve stopped using flame’s 3d tracker entirely.

    in reply to: motion blur #218253
    claudio antonelli
    Participant

    I saw that on the podcast. Awesome!

    Also very excited to try out that texture generator. I’ve been using Sapphire Textures for years.

    good times.

    in reply to: hd grain #218181
    claudio antonelli
    Participant

    I’ve seen genesis footage with that issue, and I think it’s deck related. I’m not entirely sure, but I believe they manged to re-transfer it (happened on a clone of a tape maybe? I wasn’t in the image-capture pipeline) to fix it.

    To match, I’d interlace a 1080×1920 black frame and a white frame, rotate it 90 degrees and use it as a matte.

    No clue if that would help at all, however.

    in reply to: Smooth Credit Roll? #218116
    claudio antonelli
    Participant

    @rand_mcnally 28555 wrote:

    thanks so much for your responses. it really helped me out.

    it’s frustrating because the director wants to see the credits moving faster – a 5min film with 2mins of credits doesn’t float his boat. I just don’t understand why everyone needs a credit for a short in the first place. just do the work get a copy of the film for your demo, CV, what have you and be done with it.

    too much vanity in the film biz I tell ya.

    That’s the thing w/ short films. A lot of favors are called in, so each one gets a shout out. The person who resolves how to respect everyone’s contribution to a short film without making the credits half the length of the piece itself will be a hero to many.

    in reply to: how to use LUTs? #218151
    claudio antonelli
    Participant

    @AdamBerk 28601 wrote:

    Someone correct me if I’m wrong, but I believe viewer LUTS are a Smoke2K/Flame/Inferno only feature. I can’t say with 100% certainty as we don’t have any non “2K” Smokes, or Flints… only Smoke2K’s and Flame’s.

    If that’s true, that’s a wicked tricky way to cripple the system.

    Time to fire up the CC Curves and hope for the best!

    in reply to: Why only one undo in so many modules?! #218137
    claudio antonelli
    Participant

    The only place i’ve noticed it is the color corrector, and in that context I’ve always enjoyed it. It’s great for client sessions involving small color tweaks, “here’s the gamma at .9, here’s the gamma at .8” sort of stuff. Clicking back and forth. If there were more than one undo there’d have to be a redo button and when I was trying to get the damn color right at 4am i’d lose track of how many times I’d hit each one and there’d be chaos. CHAOS!

    Seriously though, while it would be nice to get multiple undo’s across the board, I don’t feel like I’m missing it that much, but everyone’s experience is different. I’m sure there are tons of guys who would be upset if there were multiple undo’s in certain modules.

    in reply to: openexr multipass import woes #218056
    claudio antonelli
    Participant

    @AdamBerk 28468 wrote:

    Sometimes noting bugs with good descriptions just doesn’t happen as it should in the heat of a long, high pressure day 😮

    Hahaha.
    my calls to Autodesk:

    “This thing happened, and it did it a few times, but I was busy and it’s not doing it now. Still can you fix it? I know it’s going to do it again.”

    in reply to: Smooth Credit Roll? #218117
    claudio antonelli
    Participant

    Motion Blur doesn’t help when the credits are moving at a constant rate; the move is constant and linear, so you’d get the exact same result with a much faster Y blur. My personal experience is to use neither though, as it just ends up making the type look blurry.

    Upping the AA samples will help with the crawling edges. It may be a good idea to make the text matte 2x the size you want it, to get extra smoothness out of your edges when you resize down w/ a nice AA level.

    Choice of font can make a difference, with blockier san-serif ones doing better in motion.

    Your real enemy here is the framerate, but there’s nothing you can do other than slow the move down.

    in reply to: Flame trainer needed #218034
    claudio antonelli
    Participant

    I remember years ago when I decided I wanted to learn flame, I was in a similar situation.

    I wanted to take the discreet class that they offer(d?) in Santa Monica. It cost $3k even.

    What ended up happening instead was I got a job as a flame archivist at night for very little money (I actually offered to work for free). After three months of backing up the systems and learning flame if a machine was free, I got staffed properly and was on my way to being a flame artist.

Viewing 15 posts - 76 through 90 (of 120 total)