2462 Posts
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!
13 Feb 2016, 10:19
Edited 13 Feb 2016, 10:20
5 Posts
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 ? :=)
21 Feb 2016, 01:39
2462 Posts
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!
21 Feb 2016, 01:45
5 Posts
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 smiling face with open mouth

Video captured from 3D viewport.

http://i.giphy.com/xT0BKy6XQJI5X1x18A.gif

That's only 30segs ... something like 780 frames :eek:
21 Feb 2016, 02:50
2462 Posts
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.
21 Feb 2016, 02:59
5 Posts
What tile size do you use? 32x32 seems to be the best for me.
Resolution, 720p ?
21 Feb 2016, 03:04
2462 Posts
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.
21 Feb 2016, 03:06
5 Posts
I've also did a lot of reading on tile sizing and seen the benchmarks. I've tried 8x8, 16x16, 32x32 and 128x128 for CPU and the 32x32 was the best, try it out.
For GPU, as you said 256x256 was the best.
21 Feb 2016, 03:12
2462 Posts
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.

23 Feb 2016, 09:48
Edited 23 Feb 2016, 10:08
272 Posts
Wooow!
23 Feb 2016, 10:01
19 Posts
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

5 Apr 2016, 03:44
Edited 5 Apr 2016, 03:48
4 Posts
A little loop of the fig on sale in the shop (with modified rig)



150 frames, about 15 mins per frame after I turned off subsurface shading.
3 Aug 2016, 12:00
2 Posts
19 Aug 2016, 03:32
2 Posts
<iframe width="560" height="315" src="https://www.youtube.com/embed/acO5Pyij9Nw" frameborder="0" allowfullscreen></iframe>
19 Aug 2016, 03:33
19 Posts
nice job Old scratch
3 Sep 2016, 01:56
25 Posts
He is a simple turntable animation I did of a model I made.

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!
10 Oct 2016, 08:59
Edited 10 Oct 2016, 09:42
2462 Posts
To format your post in the forum: http://www.mecabricks.com/en/forum/topic/14
Code:
[youtube]EakA32F1D2E[/youtube]
10 Oct 2016, 09:25
Edited 10 Oct 2016, 09:26
26 Posts
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.
5 Dec 2016, 00:59
700 Posts
@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!
6 Dec 2016, 16:04
209 Posts
@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. winking face Hope this helps! smiling face with open mouth
6 Dec 2016, 17:18
Edited 6 Dec 2016, 17:18
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