There are some specific techniques for rendering your animation into a movie file. You can render directly to a movie format such as AVI. Alternatively, you can render a sequence of still image files to a file format such as TGA, and then use the RAM Player to save them into a movie. The latter method is the recommended choice. It requires a few more steps than rendering directly to a movie format, but it gives you more control over the file size and quality of the output. In addition, if you have frames that have artifacts or other errors, you can repair or remove them. You can also use the individual frames in compositing or other post-processing.
This animation will take some time to render.
Set up the lesson:
This file is similar to the one you created in the previous lesson. A bobbing motion has been added to the camera to simulate the up-and-down effect of someone jogging along the path. A sky dome has been added, and two Omni lights have been added to create additional lighting, but to decrease rendering time, there is no Global Illumination.
Rendering an image sequence:
Next, you'll define the animation range and output size.
3ds Max opens the Render Output File dialog.
Next you'll define the type of still image file to render.
After you click Save, a format-specific dialog asks you to specify attribute and information settings. Accept the default values, and then click OK.
When you render a still-image sequence, as in this case, 3ds Max automatically appends a four-digit frame number to the first part of the file name. So the first frame will be my_jog0000.jpg, the second my_jog0001.jpg, and so on.
Allow at least four frames to render.
At this point, you can work on something else while 3ds Max renders your animation.
After the rendering has completed, you will have 3,000 JPG files in the folder you specified.
Convert an image sequence into a movie:
The RAM Player loads still image sequences into memory and plays them so you can watch them as a movie. It actually lets you load two different sequences and then compare them visually, but you won’t use that functionality here. You'll simply use the RAM Player to save the files into an AVI file.
The RAM Player will now load the image files in sequential order starting with the first file you selected. The Image File List dialog appears. Here you can use the Every Nth and Multiplier fields if you need to speed up or slow down your animation. If your animation is too slow, change Every Nth to 2 or 3. If your animation is too fast, increase the Multiplier.
The RAM Player Configuration dialog appears. Here you can observe and adjust your memory usage. There are also tools here to resize your animation, specify a range of frames to use, and split the alpha (transparency) information into a separate file.
The RAM Player loads the rendered files into memory. In the Loading dialog, observe how much memory is being used and remains available.
If it looks like you are about to run out memory, click Stop Loading. If you have a low-memory system, reduce the number of frames to load and try again.
When you are done, click this button again to stop playback.
A Save File, Channel A dialog appears.
The AVI File Compression Setup dialog appears. Here you can choose a codec (compression/decompression type) and adjust the quality of the file. Accept the default codec.
Save your work:
You can view a partial rendering of the animation by playing this movie:
In this tutorial, you have learned to calculate the number of frames needed for the animation. You used the Walkthrough Assistant to create a camera and constrain it to a path. Then you used the Walkthrough Assistant to animate head turning and tilting to improve the realism of the camera motion.
Finally, you learned how to render your animation to a sequence of still-image files. This allows you better control for later correction of your animation. You also learned how to use the RAM Player to assemble a still-image sequence into a movie-file format such as AVI or QuickTime.