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Hash, Inc. - Animation:Master

fraizer

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    v17
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    Macintosh
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    G4 OS10.8.2 1GHz 1GB-RAM

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  1. Additional slit-scan material is in post "Mandelbrot Circle Slit-Scans and More": Included there is the description of a generalized method for simulating slit-scans, both symmetrical and asymmetrical. And files.
  2. After doing the 2001 slit-scan project (https://forums.hash.com/topic/53303-2001-slit-scan-effects-simulated-in-am-with-mufoof/) using resurrected 2001 artwork (https://youtu.be/dujQGB-2EXw), I wanted to try some other graphics. The Mandelbrot Set is a wonderful source of interesting imagery. My college roommate, Mike Segor, who also went to that 1968 showing of 2001, had sent me some Mandelbrot work. Grist for the mill. He also contributed music for the final movie. The artwork: John Knoll has a fascinating video about slit-scan techniques (and shows a graphic of the Trumbull 2001 set-up at 5:07): https://vimeo.com/391366006 He discusses various approaches including circular slits and other, similar, symmetrical geometry like the Dr. Who Tardis/police call box/tunnel sequence. For this experiment, I decided to start with the 2001 slit-scan technique and then try circular slits. Did not use the soft-edged slit approach as much rendering on this project was complete before that idea was tested. The movie breaks down into these parts: Vertical slit scan created on left half of screen, flipped and inverted onto right half of screen; Composite=Add. Has the expected acceleration effect created by moving the slit-screen model element across the artwork during MUFOOF frames and moving the artwork between frames: Circular slit scan (full screen effect), artwork movement between frames; has sweep, is pretty, but no dynamic acceleration: Another circular slit scan clip overlaid on first circular slit scan clip with Composite=Difference; more dynamic because of counter-movement, but no real acceleration: Circular slit scan with slit-screen movement Right to Left during each MUFOOF frame, artwork movement between frames; has dynamic acceleration but is asymmetrical: Circular slit scan, slit-screen movement diagonally Lower Left to Upper Right during each MUFOOF frame, artwork movement between frames; has sweep and dynamic acceleration but is also asymmetrical: I made other attempts at a symmetrical set-up, but they did not give a dynamic acceleration effect: 1. Moving artwork away from camera faster than slit-screen (z-axis), exposing more artwork, in each MUFOOF frame; moving artwork between frames (x-axis). 2. Changing size of circular slit, exposing more artwork, in each MUFOOF frame; moving artwork between frames. 3. Moving circular slit from below centerline to above centerline in each MUFOOF frame; moving artwork between frames. Has the virtue of being symmetrical horizontally, though not vertically: 4. No slit, just an open circle in screen and no movement of screen in MUFOOF frames; moving artwork between frames. Has sweep but no acceleration: I wanted to try one more effect before giving up on finding a symmetrical set-up that would give dynamic acceleration — rotation of artwork 360 deg around the z-axis during MUFOOF frames, moving artwork left to right between frames, and using the open circle shown above. This idea went down a whole new rabbit hole where I spent several days, but it led to what appears to be a generalized solution for simulating slit-scans that create dynamic motion. Initial results looked very strange. Then I realized that as the animation progresses, the artwork moves left to right as intended but the rotation point travels with the artwork and rotates it out of the camera FOV. After thinking about that problem, I decided the solution might be an additional bone to rotate the artwork (which I named Pivot) while the artwork itself is assigned to a child bone of the Pivot bone. That worked and the result has dynamic acceleration. A still from the final part of the movie: Here is the movie: https://youtu.be/aD8xUaaGIF4 Here are files for the open circle scan with pivot rotating the artwork 360 deg during each MUFOOF frame, artwork movement Left to Right between frames: circle-no-slit-scan-MUOOF-backward-mandelbrot1-rotateArt360-sys3.chocircle-no-slit-art-sys-MUOOF-backward-60sec-rotateArt360-sys3.actcircle-slit-screen-backward-artwork-moveL2R-sys3.actcircle-no-slit-screen-art-mandelbrot1-system03.mdlcircle-no-slit-mandelbrot1-rotateArt360-sys3.pre Mandelbrot artwork appears above. But wait, there’s more. After successfully moving the artwork in relative space using the parent Pivot bone and then moving it in absolute space using the child bone in the second action, I realized this approach could be used for any slit scan animation, including the original 2001 project. Proved to be a bit more complex than that simple statement. I revised the 2001 slit-screen/artwork model with a new parent bone (Pivot) for the Artwork child bone. Now the slit would be stationary, the artwork would move 6” during MUFOOF frames, and the artwork would be moved an absolute amount between frames. Test renders did not look right. In the old method, the slit-screen element moved and the artwork was stationary. In the new method, the slit-screen is stationary. Where should that slit be located? For simplicity I decided to try changing the camera location on the x-axis. Eventually I found that moving the camera +3” on the x-axis gave test renders that were substantially similar to the previous 2001 slit-scan results. However, the image did not reach all the way to the center of the screen. Time to modify the model and MUFOOF action to allow for further experimentation. I added a new bone (System2) to the slit-screen/artwork model to be the parent of all model elements so I could move the whole model during the MUFOOF action. At action start, the model was located at -3” on the x-axis (and the camera was returned to zero in the cho). I experimented with end-of-action values for bone System2; eventually +3” gave the desired result — these are the same values as in the original move of the slit-screen element, except now we are moving the whole model during MUFOOF frames. This model move is analogous to panning the camera slightly during its travel down the track which Trumbull mentioned. Here are revised 2001 slit-scan files using the new method: soft-slit-scan-backward-2001artwork-60sec-PivotSystem2.chosoft-slit-screen-2001artwork-system2.mdlsoft-slit-screen-backward-2001-artwork.actsoft-slit-screen-MUFOOF-backward-60sec-movePivotR2Lsys2L2R.actsoft-slit-artwork01.tgasoft-slit-scan-backward-2001artwork-60sec-PivotSystem2.pre Here is the movie created using the new method which is substantially similar to the demo movie of the soft-edged slit-screen in the 2001 post: soft-slit-scan-backward-2001artwork-60sec-PivotSystem2.mov As the I Ching says, persistence in a righteous course brings reward.
  3. Before we venture off to FractalLand, here is a complete re-render and re-edit of the 2001 slit scan movie using the transparency map approach suggested by Robert. The distinct banding is mostly or completely eliminated. Where banding does appear, it looks like it is part of the effect, not a hard-edged standing wave. https://youtu.be/dujQGB-2EXw 2001-soft-edge-slit-scan-composite.mov
  4. The Mini I am running v17 on is late 2012 vintage, CPU = 2.3 GHz Intel Core i7 (4 cores), GPU = Intel HD Graphics 4000 768MB. Apple offers Minis in several configs; more $$$ = more CPU speed and more cores, better GPU, more memory. They are essentially sealed boxes not intended for end-user reconfigs, though I am sure there are folks out there who do that sort of thing. Laptops same scheme. Apple does make PC tower equivalent machines that can be config'ed however the user wishes. I have moved away from that model as there are too many decisions to make and too many sources of potential incompatibility. I would rather make stuff. Or read a book.
  5. Based on a sample of one run, NR seems to be more stable than rendering in A:M proper. This AM my MacMini (using 2 cores) finished rendering 260 frames at 4 minutes plus per frame without a program crash. Normally I would expect at least one crash during that period -- i.e., normal when doing longer, more complex renders. Thoughts?
  6. Could be. Do you know what the A:M user base on the Mac platform is these days? I assume it is shrinking -- and never was all that large.
  7. It's all about the bread crumbs. Success at last. I decided to not use a Preset since I had to manually enter the save path anyway. The Mac prompt window looks like this: Pressing Continue takes you to a prompt window that shows the various render icons (Final, etc.) and has an Advanced check box that when checked gives the usual Options tab: Some values seem to carry over from the Cho settings (Multi-Pass ON and # of passes, e.g.) and some values are incorrect and must be entered manually (Motion Blur % seems to default to 20%). So checking settings is wise. I think I completely overlooked the Advanced check box... Thanks (again) for your help.
  8. Set Multi-pass and Motion Blur manually in NR? Not that I have seen. The "Options" menu does not seem to be available.
  9. Some good clues here. I shall have to think about it. And see what I can do in AppleScript. To be clear about the .CMD question: there is no .CMD file per se. Not surprising as that is a Windows convention. I could not find an equivalent file to edit -- don't know what the Mac extension might be. I have actually done more coding in the Windows environment than Mac, but that was many years ago... The good news for now is that I should be able to use NR as long as I am not doing anything like Multi-pass and Motion Blur. More testing required.
  10. Not on an annual subscription. I have always purchased the full package. The .PRE is attached. The relevant portion is here: <RenderOptions> <RenderQuality> Value=Final </RenderQuality> <Multipass> Value=TRUE <NumPasses> NumPasses=10X10Pass </NumPasses> <Soften> Soften=FALSE </Soften> </Multipass> <MotionBlur> Value=TRUE <Shutter> Shutter=70 </Shutter> </MotionBlur> The usual <something>...</something> structure. The call-outs are there, but do not seem to be executing. 2001-AW-Five-Frame0.pre
  11. Thank you, Xtaz. MUFOOF is a brilliant technique. Robert, excellent demo of NetRender. You have given me something more to think about.
  12. I have thought about using Netrender, just never pulled the trigger. At this point, while I still use A:M a lot, I am trying to figure out how to go forward in the animation artform. Don't really want to start the learning curve on some other program. I have not looked recently, but I assume Hash is not moving forward on supporting A:M on Apple Silicon machines. I run legacy Mac gear and OS in order to use A:M (and have not bought an Apple Silicon machine) which means everything else loses functionality over time, e.g., web browsing. And don't really want to buy a PC just to run A:M... Meanwhile, here is a six second -- actually 12 seconds as it is running at 12FPS -- movie using the soft-edged slit. Looks good to me. 2001-soft-slit-Artwork01.mov Being just a bit obsessive-compulsive -- don't you have to be to do this kind of thing? -- I am re-rendering the previous material. Also, should be editing the Mandelbrot-based renders, which pose some new questions, real soon.
  13. Good observation, Robert. I was thinking "no" as well. After doing some experimenting with a narrower soft slit, I decided to go with the original approach demo'ed above. My concern was that in the course of applying the slit artwork decal I had to scale vertically and horizontally to fit the model; scaling horizontally narrowed the slit and reduced the amount of soft-edge -- not easy to make artwork 4' tall by 1" wide, not for me anyway. The real test I think is how the soft edge approach works over the span of the artwork, and how it animates. A sequence is rendering now. The soft edge does add to the render time... Here is a new set of files; a new Slit-screen/Artwork model using a TGA as a transparency map, renamed Action files, and new Cho and render Preset files; 2001 artwork is the same as above: soft-slit-screen-2001artwork-system01.mdlsoft-slit-artwork01.tgasoft-slit-screen-backward-2001-artwork.actsoft-slit-screen-backward-system-60sec.actsoft-slit-scan-backward-indy-2001-artwork-60sec-01.cho2001-Soft-Slit-Preset.pre
  14. A quick and dirty test of the transparency map/soft-edged slit idea shows promise. Needs refinement, but better and better. Good thinking, Robert.
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