I learnt a lot about animation in trueSpace.Modeled and rendered in TrueSpace 7.61 beta 8 (free). I used my custom pass shader scripts and shaders I've been working on to render out the DOF and other aspect - though due to time limits I didn't make the most of it - and my computer took a long time to do. There are some animation fallacies, with some curious curves and camera jerks, but overall it's ok. I also had some popping lighting conditions that irk me. Not sure what caused those.
The DOF is done in post, not my best example, and the motionblur also in Post using AVIsynth and Virtual Dub and Mtools.
I rendered the beauty pass at 2K, with my video card, took an average of 7 seconds to pump out a frame. I then batch resized them to get better AA than the card could do. I did some other passes also, but eventually only used the z-depth one. I did it in 720P, and resized them up in post. I think I have to be careful with that one.
All in all, took me about maybe 7 work days work from modeling, shading to animation and rendering/compositing - but done parttime over a month.
My computer needs an upgrade, the compositing, though simple, took 11 seconds per frame....
It all adds up, 5 seconds for the 720P, 7 seconds for the 2K, 11 seconds for the composite, which makes a 23 seconds per frame multiplied by 3000 = around 20 hours + the extra 1 hour for the motion blur of the 1:40 animation (on my dual core 1gig vid card). I guess if I had other machines, I could finish all passes overnight. then the next day finish the compositing and post effects. Not bad for a 1:40 animation.... might be good for future online series or something - or low-budget products.
But this doesn't have AO nor GI nor any of the fancy modern graphics. So.. you win some time, but loose other things.. also the Motionblur is not the most amazing thing over textured items, makes it look like a forcefield sometimes! But it was a good learning experience, pushing an old software to it's max.
This was done all in free software.
-trueSpace 7.61 beta 8 (with Model Side)
-VirtualDub
-Avisynth (with Mtools scripts)
-Blender (for composites and video editing)
-Faststone Resizer
-DJV image viewer
Hope you enjoy the model!
-Curves are hard to edit on a lot of things - but easy to edit on few things - try keep the animation simple.
-Editing rotation curves are nearly impossible, unless magically in one Global axis. -Refer below for how to modify ease in/out with tweens
-Additive matrix rotations are funky - store rotation matrix data in flat tracks when possible. - not aplicable to actors
-When having flat tracks (not additive) is usually best to keep all clips that aren't additive on one flat track.
-To help create a clip that can blend, best to keyframe a default starter keyframe before adding offsets (and best to do it in additive tracks). Typically two flat track clips will override each other and not blend.
-To create a quick start/stop onto a bezier curve, double two identical keyframes beside each other and switch them to linear. -
-To create a rough ease in and ease out, create the first pose, and the second, then add a "tween" keyframe between those two poses, and shift it closer to where you want to ease in or ease out. Then switch the first or last pose keyframe to Flat Interpolation.
-To make a quick ease in and ease out, use Flat Interpolation (bezier a flat angle) with large values.
-To create smooth curve interpolation with ease in and ease out tweens, try keep the tweens with 0.333 curves.
-Use Clinton's Keyframe Interpolator tool, and if you can, add shortcuts to it - it's priceless.
-Remember, anim clips are not per object nor child based, but 3D encapsulator based. The clips are stored there. When you animate an actor, it will animate all children's Matrix values, unless you change the Key Attributes.
-To animate a 360 degree rotation, create a progressive rotation set of 90 degrees per keyframe. More often than not, trueSpace tries to find the shortest rotation value change to get from point A to point B. So you might have rotated clockwise, but if the value is shortest anticlockwise, the curves will register as anticlockwise. So use progressive keyframing for a 360 or more rotation.
-A good tip for clip control is to store two clip datasets, one with rotation and the other with location matrix values (just delete those matrix keyframes in each clip).
There are many other tips for animation in TS that I've found, but all good! I can't wait to try out character animation eventually..














