After images, the next step is animation. I never really looked into that before so my first attempt is a bit average. I'm still sharing it with you!
[youtube]R-uqyXMzYwc[/youtube]
Very nice !
I'm working on some animations. I might even build a dedicated YouTube channel if I get the time...
Did you use CPU+OSL for rendering?
Any tips to share ? :=)
Hi. I used the template I made (that you can find on this forum) and did not change most of the settings.Therefore CPU+OSL were active. I am not very experienced for now with animation so I don't really have any great tips to share yet! Just try to optimize your rendering settings otherwise your animation can take days to be rendered on a normal computer!
I'm also using your great blender template (thx on that!). Sadly my PC does not classify as "normal" and it takes hours to render with OSL on a single frame. I'll try to update my CPU specs, but am afraid even with a really new CPU (i7-5820k) I will be needing several days to render a short animation of maybe 1 or 2 mins longs. So, any tips on optimizing render settings will be greatly appreciated.
Here I'll share with you a small sample of my animation with one of your models from Mecabricks 😃
Video captured from 3D viewport.
http://i.giphy.com/xT0BKy6XQJI5X1x18A.gif
That's only 30segs ... something like 780 frames :eek:
Reduce the number of sample (I used 300 on mine) and lower the resolution. it is already a good start. My 3 seconds animation took 3 hours to render on an imac 2015 with a core I5 3.5GHz.
What tile size do you use? 32👨2 seems to be the best for me.
Resolution, 720p ?
With CPU, go for 16x16 I've seen some benchmark with different tile sizes and it was the fastest. For GPU it needs to be bigger like 256x256.
720p should be ok.
I've also did a lot of reading on tile sizing and seen the benchmarks. I've tried 8x8, 16x16, 32👨2 and 128x128 for CPU and the 32👨2 was the best, try it out.
For GPU, as you said 256x256 was the best.
Today I decided to rig a minifig exported from Mecabricks. I also started to learn how to use the Dope Sheet, Action Editor and NLA Editor. It looks pretty powerful and I think I'll be able to do something cool with all that.
[youtube]3BNv4PmGVco[/youtube]
Wooow!
Nice!!!! I guess I'll post my animation to! Im going to try to do a walk cycle but man I suck at it lol
[youtube]1FGV6fu6K2A[/youtube]
A little loop of the fig on sale in the shop (with modified rig)
[youtube]Cwe8913pmoo[/youtube]
150 frames, about 15 mins per frame after I turned off subsurface shading.
nice job Old scratch
He is a simple turntable animation I did of a model I made.
[youtube]EakA32F1D2E[/youtube]
It took 32 hours to render on a MacBook Air. I turned down the samples to 300 and it was a total of 200 frames.
Edit 2: Thank Scrubs!
To format your post in the forum: http://www.mecabricks.com/en/forum/topic/14
[youtube]EakA32F1D2E[/youtube]
Trying to figure out how to animate a LEGO mech in Blender. My first goal is to have the each piece in the limbs of the mech stay together as the limbs are moving. I have no idea how to word it, but similar to the train animation, My goal is to be able to have the mech moving like the Micro Managers.
@RTRBuilder I think you'd need to group the arms and legs together, and then group the whole thing to a point/invisible object. I hope that helps!
@RTRBuillder: I've been animating in Blender for years, so hopefully this is helpful.
The easiest way to rig a model for animation is with an armature. This will allow you to move anything parented to each bone simply by moving the bone. First you have to hit shift+a, add an armature, then make sure it is in the center of your scene. Press tab to go into edit mode, and then move each bone to where you want it (shift+a will add new bones in edit mode, and will extruding). After you are done, go into pose mode and name each bone appropriately. Then either parent the pieces you want to the bone they go to, or try a more complex method that I will not mention here as I am not sure it works with Scrubs' Blender Script. 😉 Hope this helps! 😃
Just tried to make first animation more complex then just a rotation.
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