ever done a crude animation with daz studio renders by compiling the images?

ToobisToobis Posts: 993

This is very crude but seems to have some resultsl:

So I make a bunch of frame renders of something say V4 running for example. Next I put the images in a folder and open one of the images. Then I open screen recording software and flick through each image at a nimble speed in the slideshow option whilst the screen recorder records it. What I have found is doing it this way can wield good results if you use enough frames so the gap isn't too big between each 'movement'. Its good for simplicity if you are having trouble angling and manouvering arms etc to get a motion right. Has anyone else done animations this way in daz? if you have done I do have some further questions with it.

Comments

  • ghastlycomicghastlycomic Posts: 2,531

    I don't know why I would when I can just render out a series of animated frames and then import them into Premier as animated stills.

  • InkuboInkubo Posts: 745

    I never render to a movie file. I always have DAZ render an image series, then load the images into Blender for conversion to a movie clip. Are you flipping manually so you can vary the speed manually?

  • ToobisToobis Posts: 993
    Inkubo said:

    I never render to a movie file. I always have DAZ render an image series, then load the images into Blender for conversion to a movie clip. Are you flipping manually so you can vary the speed manually?

    umm not really lol its just for pure simplicity. I guess no one else does this then lol.

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,594

    I have flicked through my rendered image series with windows viewer if thats what you mean

  • ToobisToobis Posts: 993
    th3Digit said:

    I have flicked through my rendered image series with windows viewer if thats what you mean

    Yeh I mean flicking through the images and recording the images flick through with a screen recorder. Sort of like a computer version of a flickbook. Crude but works if you can do it right.

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,594
    Toobis said:
    th3Digit said:

    I have flicked through my rendered image series with windows viewer if thats what you mean

    Yeh I mean flicking through the images and recording the images flick through with a screen recorder. Sort of like a computer version of a flickbook. Crude but works if you can do it right.

    but why not just compile them as a video? even a slideshow

  • ToobisToobis Posts: 993
    edited June 2017

    Please explain. Doing it as a video i find sometimes hard to nail right and way easier to do it one minute detail at a time with each frame.

    Post edited by Toobis on
  • WendyLuvsCatzWendyLuvsCatz Posts: 40,594

    load your images in windows movie maker for example and save as a video

  • InkuboInkubo Posts: 745

    I may have interpreted this wrong, but it sounds like you're saying you make a scene and render it, then adjust objects in the scene and render again, over and over. And you're not using the timeline. Is that correct?

  • ToobisToobis Posts: 993
    Inkubo said:

    I may have interpreted this wrong, but it sounds like you're saying you make a scene and render it, then adjust objects in the scene and render again, over and over. And you're not using the timeline. Is that correct?

    Yes this is correct. I think I explained it wrong but yes.

  • LeatherGryphonLeatherGryphon Posts: 12,235
    edited June 2017

    It works but it sounds like you're carrying your horse in a wheelbarrow. indecision

    Post edited by LeatherGryphon on
  • morkmork Posts: 278
    edited June 2017

    What I once tried to do, but somehow stopped to follow that path for unknown reasons, is to render a rather rough animation (as single images) and try to create a movie out of it by interpolating the images.

    So like render with 12 images per second, then interpolate it to 24 images and create a movie out of it. Of course if there are radical changes to the scene/movement, I'd need additional keyframes.

    I remember that I've found a tool which looked promising, albeit I have no clue if it would work well. But with all the progress in neural networks nowadays, I should give it another try.
    Saving like 50% of renders is huge for me and you don't need all frames to be super sharp when things are moving anyway.

    Post edited by mork on
  • InkuboInkubo Posts: 745

    My point is, regardless of what FPS you choose, you could use the timeline to make all these keyframes and do your adjustments, then everything for a clip from start to finish would save and load in the same file. Then you could save the scene, start DS rendering to an an image sequence, and walk away while it renders each frame in turn. After it finishes, you can load the images into whatever software you like to convert them to clips.

    The benefit of doing animation by using the timeline is that old poses/frames are always there. You can click on an object/body part to select it and see its keyframes on the timeline, then go there or in between, wherever necessary to make an adjustment. You can always go back and fix anything. The old DAZ Studio didn't save the visible timeline position and range, so when you came back later, it might look like your timeline was truncated until you re-entered the length, visible range, and current frame. I think the new version released yesterday saves all this stuff so you can come back later and begin work right from where you left off.

    The frustrations to watch out for are related to DAZ Studio only having one Perspective View: it's easier to position objects in 3D if you can view from several angles at once. Unfortunately viewports share a single Perspective View, so what you end up having to do to open multiple viewports is make multiple cameras you can select and position in order to see things properly. And because the Render button uses whatever camera is selected at the moment as opposed to the "real" camera you want to render from, that leads to having to make sure you manually select the right camera every dang time before clicking the Render button. Finally, all cameras are animated by default, so whenever you need to move the extra cameras you're using to see object positions, you have to remember to click on the first frame in your sequence, move the extra cameras, and then go back to the frame you're working on. If you don't to that, when you run the animation in DAZ to see what you'll get, the cameras fly around like crazy and you can't see anything.

    The above are really irritating problems DAZ could fix by autocreating a new Perspective View for every open viewport, and allowing you to select them as normal so viewports could share perspectives or not as necessary. But don't let that stuff above discourage you. When you forget to do one of the silly, shouldn't-have-been-necessary, time-wasting steps, it's obvious what the problem is and easy to fix.

    Finally, keyframes are a lot easier to work with if you get the KeyMate plugin, but it's not absolutely necessary.

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