3ds Max Animation :: Convert 30fps To 24fps
Oct 30, 2012I'm wondering how to convert a scene from 30 fps to 24 fps. It's a tracked scene, the tracking comes from PFtrack. When I convert it, the tracking is off.
View 1 RepliesI'm wondering how to convert a scene from 30 fps to 24 fps. It's a tracked scene, the tracking comes from PFtrack. When I convert it, the tracking is off.
View 1 RepliesX4. I also got the Canon today and was looking at the rendering modes in X4.
Here is my question. I shoot a video in 24fps cinema mode, import it into VSX4, after I edit it and render it will it alter the frame rate and remove the "Hollywood" movie effect of 24fps?
Can the new version of studio pro handle movie clips recorded at 24FPS?
View 14 Replies View RelatedI have created a project using 1080p 29.97fps AVC MOV clips.
However, there seems to be no way to create a video file from the project using these settings. The options include neither 1920x1080 or anything but 25fps, and of course trying this results in choppy footage.
NB I did not choose either PAL or NTSC options when installing, as we will no longer use either of these in this country as of next year and I have no need to use them anyway.
Also I cannot install Ultimate as it says it is not compatible with this computer (Microsoft Surface Pro), only Pro.
When outputting as an MP4 file, the result is SO ugly, it almost completely destroys any fine detail in the image, and the sound is total garbage (it sounds like a 22k 64kbps mp3, just utter crap), so MP4 is just not an option for me.
Unfortunately, as it has been brought to my attention, Corel doesn't seem to truly support 60fps, even though most new cameras film in 60fps--so when I use the modes that are supposed to be for 60fps, it flipflops back and forth between 30fps and 60fps. I just want an output that's consistent, not this flipflopping garbage. There's ONE mode I can use, AVCHD, that gives me a consistent framerate AS LONG AS I don't put any titles up, and as long as none of the source material is of a resolution different from the main--otherwise it will look like a glitched mess.
Since they've crippled being able to adjust the project properties outside anything DVD quality, I can't really adjust anything.
Is there an output mode that will give me a consistent 30fps that supports 1080p?
I am trying to output a project at higher than 30fps and I am failing miserably. My camera can create 1080 mp4 files at 30fps or 720 mp4 files at 30 or 60fps. I want to creat a video using 720 at 60fps (or near to it).
If I load a 60fps clip and play the clip it runs at the original frame rate. If I play the project however, it plays at 25fps. I have tried to change the project properties, but I cannot select anything higher than 25fps in mpg (or 30fps in avi). Likewise, when I create a video file I am stuck at the lower frame rate. Although I am happy with the 1080X30fps clips and projects; it defeats the object of having a faster camera.
Cos 3DS is 64bit and Quicktime doesnt support 64bit, generating previews (for me)is now annoying. My current workflow is to generate a preview in avi then convert to mov to use in Aftereffect (AE doesn't like avi---very slow!).
View 4 Replies View RelatedConvert To Timeline Animation Button doesnt appear and its driving me crazy.in the animation window its in frame animation mode and this button im talking about doesnt appear!.
View 3 Replies View RelatedAny way to convert a .xcf file to a video or animation that shows all the things you did to the image from beginning to end. I want to show a friend how I drew this picture, but I'm already done and only have the .xcf of the completed drawing.
View 2 Replies View RelatedWhenever I try to upload a video clip, it only shows in timeline format and when I try to convert it to frame animation, it says "The video will not play back in frame animation."
View 1 Replies View RelatedI've used it before. I just clicked it to convert to Frame by Frame, but then the button disappeared.
View 2 Replies View RelatedI have received a request to convert an Adobe Edge Animate animation output to a video format such as .mov
View 2 Replies View RelatedI have a skeleton with baked motion capture keys on every frame. I'm wondering if there is a method to convert these baked keys to curves, so it will be possible to start cleaning up the animation. I'm fairly new to dealing with mocap. Perhaps there is a method for achieving this in Motion Builder rather than Maya, that I'm not aware of?
View 2 Replies View RelatedI have a long and complicated road trip timelapse photo set I'm converting to an animation. That i've managed to sort out. However I also have some panoramas that i took here and there. I'm trying to take these panoramas (about 11 of them) into their component images,but with an overlap so that they will be in the animation appearing as a pan.
So I have about a dozen of these fairly wide images (2096 x 544 for one of them), and each of these i want to split into about ten images with a reasonable "overlap".
Given the amount of potential images, and my desire to have a smooth pan, making composite images manually wouldn't really work.
I've been using ifranview to bulk crop and resize images but i couldn't work out a way to do this so I switched to GIMP, which I'm not great with.
I've grabbed the guidelines every x pixels script and guillotine into layers plugin, hoping I could guillotine across multiple guideline "units" but all it's given me is dozens of vertical slices of the image.
I could merge and duplicate them but that would take ages.
At the moment I'm thinking my best option is to put the guidelines on and use selections to snap to guidelines and paste as seperate layers, then save all the layers as seperate files. However that still seems very slow and clunky and i'm wondering if there's a better way.
My current workflow is to use 3ds max to render image sequences of animation, then to use Media Encoder to convert them to mov files using the Quicktime Animation codec. The problem is that using these clips in Premiere prevents me from scrubbing the sequence timeline fluidly, even tho all of the files are being accessed from a Thunderbolt drive on a Macbook Pro. Even opening them in the Quicktime player causes sluggish playback. The images rendered are 1280x720. Because of the animation being frame based, I need the derived video to not drop frames like some codecs do, so the Quicktime Animation codec prevents that and it preserves the alpha channel in the images. So my question is, what can I do to improve this so that scrubbing the timeline becomes fluid?
View 16 Replies View RelatedI have rigged a character and made it into a character set in which i have locked the scaling attribute , I have then saved this file. I have then referenced this file and and have done a walk cycle animation and saved this file. I have then realised that I needed the scaling attribute when I have added other parts of my scene. Is there a way to unlock the scaling attribute in my walk cycle animation file or will i have to go back and change it in the rigged file, create a new character set and do the walk cycle animation again?
View 2 Replies View RelatedIn the timeline panel in CS6 EXTENDED, you have a video feature, where you can animate three things:
Position Style Opacity
What I would like to know, is: How can I animate rotation of a layer? I want to rotate my layer at an angle and animate it. But when I rotate, the first animation frame is also rotated, resulting in NO animation between the frames.
How do I remove the blues eye lines and text when creating a animation preview?
[URL]
My current scene has 10 animation layers for a character, and seeing every f-curve from all layers, although grey and locked, when I only need to see the f-curves in layer I'm working on is really cluttering the graph editor. My current work around is selecting my active layer in the Layer Editor every time I select a rig control. Simple enough, but a pretty inefficient way of working. I can't seem to find a setting that allows me to just see ONLY the fcurves in the active layer. I imagine some of you out there may have hundreds of animations for a single game character.
View 4 Replies View RelatedI'm trying to animate a moving rope based on simulation data. I know how to import my motion data for individual objects.I've seen lots of tutorials where one uses simulations or soft bodies with IK in order to create a rope. how to use all these features and I want the rope to follow my coordinates exactly. I was hoping I could do something like the following:
1. create points in Maya which correspond to my data points
2. connect the points with a curve
3. loft a circle using the curve as a path in order to make a rope
4. move the points. due to History, the rope position is updated
Is there a way to do something like this in Maya? I've tried, and it looks like ep points do not have key-able channel data, so I can't create animations for them separately. I'm using .mov data file imports to generate x, y, and z motion keys for the points.
i need to do a loop animation of several stripes that starts at lets say 2units distance from each other, they separate slowly and by the end they have 15units separation, my problem is that each stripe is a separate object, so i offset their keyframes, but when i want to tweak the keys on curve editor they dont apply to the other copies. Any other way to do this simpler?
quick example on the image attached, real application on the video, video shows the animation(rendered sequential images of 1 loop then applied as texture) but with linear speed, so constant separation, i need to apply the above here, these dont only move on the X axis but on the Y aswell, while keeping the symmetry fixed on the center.
[URL] ....
I have a list of motion capture, those mocap didn't track the fingers so the hands are always opened. In some of these mocap I need the biped hand to be closed. I've been looking for a solution for about a day now. I think I'm in the good way which is to create a biped layer animation where the hands are closed and link the hands of that layer to the original layer. so I would be able to save that layer and apply it to every mocap animation that need to be readjusted. The only problem is that I'm not sure if it's the better way and I don't know the procedure.
View 2 Replies View RelatedI have an assignment for a class where part of the final project is detailing the construction of a mold for a part. The animation that I would like to do would show the build up of the part in a 3D printer layer by layer. The closest method of animating this that I can think of is unfortunately backwards.
As I would have the part and a camera facing up from the bottom of the part and would have a plane that would recede upwards in the y direction. This would reveal the part as the plane translates in the y direction.
This might be okay, but the problem is that I would like to show this from a camera on top facing down instead of a camera on bottom facing up. How I can create the look of a part being built up in this additive method?
I am trying to add an expression to the standard Mudbox car to make the wheels turn when the vehicle moves in both the X & Z dimension. I have found many scripts that let me do this in a single dimension. I have found some others that claim to work for both dimensions, but at certain angles the wheels turn in the wrong direction.
My work flow is as follows:
1 - Export car from Mudbox to Maya
2 - Separate the wheels & center pivot all items
3 - Add NurbsCurves to create a rig
4 - Parenting the elements of the car
5 - Add an expression based on this web post [URL].......
6 - Test the animation
It works great when translating the car in the Z axis, but when the car is rotated 95 degrees in the Y axis the wheel will only go backwards no matter which direction the car is moved.
I have attached an MB (Maya 2013) so you can see the
problem.mudboxcar_maya_2plusexpression.mb.zip
translate facial motion capturing data (basically 2d point clouds) to blendshape weights. I finished rigging my character and wanted to drive my blendshapes by the relative position of my tracking data, e.g. distance between corners of the mouth drive the "wide" blendshape and so on...
Hope YOU know a solution for this, I believe blendshapes are THE way to create realism in tracked animation but I was not able to find ANY reference to something like that. I'd like it to be customizable and not to expensive, so the imagemetrics faceware service won't do for me
How come baking some part of animation in graph editor deletes everything before and after the part i bake and how can i bake that part while leaving the rest untouched?
View 2 Replies View RelatedI have a character with animation. Another character is the same(same bones, meshes), but with no animation, 100 times larger in size and I resize the head to make the head looks slimmer. They are saved in different fbx files and I imported them into mb scenes. I select the root bone and "select hierarchy", the export options is shown below. Then select in the same way in the larger character's scene, the importer options is shown below. THE PROBLEM is: after I import the atom, the character becomes shrinked to the same size as the former one and the ratio of head becomes the same as the former one too.
View 1 Replies View RelatedFor some scenes we have a chain which is wrapped around several cogs, just like a bicycle. In this scenario we need the chain links to follow the path and retain their relationship to each other.
In other scenes we have a chain which follows along a changing path. Imagine this if you can: A heavy weight has a chain attached which goes vertically up, over a pulley and down the other side where it is attached to a lorry. The lorry drives off pulling the weight upwards. This is my challenge!
Should I individually constrain the links using a Pin constraint and use dynamics completely to keep the chain taught?
I am trying to synch several biped characters to an HD background video I have placed in the environment slot. The problem is that when I scrub the animation slider or hit the play button, Max cannot play the background video in real time. When I hit play, the video remains frozen on whatever frame it was last on, but then updates to the correct frame when I hit the stop button.
It is pretty difficult to get the timing right on the foreground biped animation without a real time background reference. I also tried a lower res version of the background video (standard 720 x 480 DV), but that also does not play in real time. Is there any way to get max to play the background video in sync i.e., updating the frames in real time? Is there a way to improve max performance (ideal settings?)for a background video? Would a Tiff sequence play quicker than a .mpg or .mov files? If so how do set up an .ifl for playing an image sequence?
Was wondering if there is a way of getting random camera movements? For example, i am doing a fly through of an earthquake scene and as the camera animates along the street it randomly shakes with the earthquake shocks.
I know I could animate it by hand but I wondered if there was a way (perhaps an expression) to make it more simple?
I have made a 3d Spectrum analyser , its made of rectangular boxes 16 rows and 16 boxes in each row.
So i have made my cam from Bottom Left corner to Top Right over 96 Frames.
What i need to do, is make some of the blocks disappear and re appear as the cam pans across.
In sketchup i did it by HIDEING the component (block), make new scene, then un hide it..