Tunesy opened this issue on Feb 12, 2006 ยท 5 posts
Tunesy posted Sun, 12 February 2006 at 9:05 AM
How do you get a walk cycle loop to import from Poser to Carrara and then render with smooth looping in Carrara? Heres what Ive done. Please tell me if you see any missteps:
In Poser I created a 30 frame walk cycle at 30 fps by creating keys at frames 1 & 8, mirroring them at frames 16 & 23, then turning on loop interpolation and forcing a key at frame 30 so I could turn loop interpolation off and get a smooth loop, which works fine. Test render in Poser runs smooth as glass with no jerkiness. But, when I import the animation to Carrara I havent been able to come up with settings that generate a smooth loop. Ive tried all start/stop combinations with start frames at both 0 & 1 and with end frames at 29,30 & 31, wondering if maybe it was an odd frame count thing going from Poser to Carrara, but no combination worked. Maybe Im overlooking a setting? Thanks for any help.
Message edited on: 02/12/2006 09:06
Tunesy posted Sun, 12 February 2006 at 9:25 AM
...forgot to mention I only have this problem using native import. Using Transposer generates a clean loop when rendered in Carrara.
Tunesy posted Sun, 12 February 2006 at 11:28 AM
Figured it out, I think. Some quirkiness regarding fps setting in assemble room vs. fps setting in preferences. My fps in preferences was set at 24 by default. I didnt much care since I just changed it to 30 whenever I opened an animation in the assemble room. However, changing it to 30 in the assemble room wasnt getting the job done. A little more experimentation showed that if I rendered 35 frames (of the 30 frame walk cycle) Id get a smooth loop, which should not be the case since the loop should start again at frame 31. Yes, I tried setting the frame count to 30 for the first set of tests, which didnt solve the problem, so I did another set of tests accepting the 120 frames that Carrara created on import of the 30 frame animation. Same result either way. Then, running out of things to test, I decided to try changing the default fps in preferences to 30. That seems to fix the problem. Apparently just changing fps in the assemble room isnt scaling the keys properly. Long story short: it looks like we need to make sure to have the fps we want to work with set in preferences and not rely on changing it in the assemble room. Ill do a few more tests soon to confirm that. Gotta go scrape the glaze off my eyes first ;)
ren_mem posted Sun, 12 February 2006 at 6:30 PM
That's good to know...I was playing w/ a mimic file that won't do sound even when I imported the wave an exported to .mov. So I gotta figure out what happened.I did notice...(my first poser-like animation testing)that the keyrate was 30fps mine seemed to change in the tweener ok tho.
No need to think outside the box....
Just make it
invisible.
ren_mem posted Mon, 13 February 2006 at 10:25 PM
Well got the animation w/ sound thing worked out, however, the scrubber seems a mess. Not only does it perform really poorly, but after I redid an import I couldn't get it to scrub at all tho it rendered fine. Didn't see anything wrong, but I don't deal with the time line much so maybe I am missing something.The assembly room performance isn't that great overall compared to earlier versions.Eovia should really take a look at what D|S has done w/ their opengl. (The renderman interface standards are from Pixar and they use the open dynamics engine).
No need to think outside the box....
Just make it
invisible.