Storyborder . . .

So I’ve been working away in iClone 7 creating 3 rather large scenes, i.e., 3.6 & 1.5 Gb respectively. 

The problem is the IRay render plug-in I bought to render fabulous scenes is taking too many resources on my tiny 6GB Nvidia graphics card. What is sad is that when you look at the resources being used to render, most of the 64Gb (approx. 55Gb free) on the motherboard is being completely ignored. What I find alarming is that the same objects render instantly in DAZ 3D so I’m not sure why Reallusion is “crapping” out by telling you to use a “render farm”. Huh? Isn’t that where they are suppose to help you, not “refer” you to someone else when they should step in an offer some kind of deal since they introduced the stupid plug-in in the first place. Isn’t Reallusion concerned that they are going around in circles as they’ve had issues since iClone 5 with their rendering engines that continues today. Very disappointing to say the least.

So I decided to render those scenes as PhysX FINAL RENDER, ignoring IRay. I also turned off all the options and it powered through with the built-in render engine creating HD images. Like all ideas that take time to develop, I was not happy with several attempts, so I kept trying and seeing what would happen. The final renders were over 100Mb each, so I re-did the render but this time I changed the Image Sequence Frame Rate to “1”. In other words, what I ended up with was an image for every second instead of 30 frames per second. What I find fascinating is instead of 100’s of frames, one scene was chopped down to 88 frames, so quite a savings. The other bonus is that the scene tells you how long it is, in this case, “88” seconds long!

After watching this animation, it was like an “animatic” which allowed me to think that perhaps I could use this as the storyboard instead of wasting time on scenes that might not be included in the story. So I did a search on GNU free software storyboard and “Storyboarder” show up. I d/l, installed and watched a few YouTube videos on how to use it. After several attempts, I was able to load those 88 images and I created a PDF of the scene as well as an animated GIF which reduced the file down to 78Mb.

I also printed the PDF out and at first I thought what a waste of paper. It was only when I looked through the print out did I discover how interesting it was to look at the scene in a different form. So I believe I will be doing this for all of my scenes in the movie so I can post them up on a wall to review. So don’t be too disappointed when you seem to be spinning your wheels and not getting anywhere. But trust me, you are and don’t give up.

Click the Storyboard page to see animatic.

1110 . . . ds

Incredibly easy Lip Sync in CTA 4!

I was just messing about with CTA 4 to create a morph-based character from an image. The pins on the first attempt did not control the movement as much as I want it to and, in fact, made it look stupid, frankly. Three Bones were created for the image: chest, neck and head, but they did not seem to be working correctly when I applied a “blink” animation. Of course I ignored the warning that this motion “might” cause unexpected results, which it did.

So I decided not to “bone” the image and I only processed the image using only the eyes and mouth defaults. I did nothing else other than render the still at 4k with IRay. I checked “Transparency” box rendering through CC3 to save out a 4K PNG image file.

In CTA 4, I added background, a wall with transparent windows, and the 2D morph-based character. I imported a WAV file for the audio. I rendered it out from CTA 4 as an MP4 HD that was around 6.56Mb which I thought was not too bad.

I then used ShotCut to add my “beeflowerpower” logo. To my delight, the talking animation MP4 dropped to 176k! WHAT? That’s right folks! A talking image that was so easy to create, i.e., it’s lacking emotional expressions, but it proves you can use 3D to generate a respectable 2D animation from CT4 in no time at all.

0309 . . . ds Update 1211 . . . ds

BONING a KRITA character in CARTOON ANIMATOR 4 . . .

I am in the process of learning how to bone a 2D image into a character in Cartoon Animator 4. I’ve call him “BUNION the ONION” character I sketched out in KRITA. I did not spend a lot of time creating him as I just needed something to play with. Version 1 of this character existed only up to the waist. When I went through the process the first time, I forgot to PIN the area that attaches to the NECK. The NECK itself might also not be long enough so it does not detach when you animate.

BONING-BUNION-the-ONION-PNG Copyright © DAVID J SOTO All Rights Rerserved
BONING-BUNION-the-ONION-PNG Copyright © DAVID J SOTO All Rights Rerserved

3108 . . . ds
Update 1211 . . . ds

CC3 to Blender . . . to Cartoon Animator 4

I tried importing a few Character Creator 3 FBX characters into Blender 2.8. First, the hair from Zane stood out and you could instantly tell there was a problem. The next character is the default model in CC3 that decided to leave it’s eyeballs behind as it walked from the same BVH as I used on Zane. Not one to give up, I exported a custom character I created for my film and although the skin on the head was fine, the hands, arms, legs and feet were semi transparent. Huh? Perplexed, I did throw in-the-towel.

Not sure this is going to work as I’m trying to simplify and therefore I need to re-evaluate the direction I want to head in. 3D is requiring more and more time and I seem to be getting nowhere as far as production goes. 2D is sure looking more and more tempting, so perhaps what I thought was ready to use, Blender 2.8, is perhaps not quite there, yet.

In that vain, I d/l Reallusion’s Cartoon Animator 4 and will be looking into what it offers. It helps that I do silly voices anyhow and perhaps there is something to this program I never considered before.

2608 . . . ds