In conjunction with our animation project we were introduced to batch rendering this morning. In essence the process is to render out each individual frame of an animation and then stitching them together in sequence using a video editing package. In our case we’d be using Adobe Premiere. These are the settings that were recommended to plug into the batch render. the default renderer wasn’t changed but this was more about start and end frames, resolution and production quality settings.
Since a batch render could potentially be hundreds if not thousands of individual frames, it’s important to make sure you’re set to the correct project folder in Maya. If you aren’t then good luck finding where it has decided to save them all.
To initiate the batch render, go to Render > Batch Render and click on the options box.
The above options are default and fine for our use (I imagine on an actual render farm you may want to divide its workload and not use all of its processors), so click Batch render and close. While this is working you may want to leave Maya alone, it can be prone to crashing if you attempt to do anything else in the software during the rendering process.
This can be a lengthy process. Say with all of your fancy raytracing and mapping it takes 5 seconds a frame to render and your animation is 480 frames long. it’ll take 40 minutes to render the whole thing.
Now we just needed to import the images into Premiere and it’ll do the rest of the work more or less automatically. Opening a new project in Premiere here are the recommended settings given to us.
Now simply import the first image of your sequence into Premiere, the software is smart enough to realise it is part of an image sequence and will proceed to bring in all frames and then stitch them together onto the timelime. It’s then a case of exporting it to the video codec of your choice!
A brief update this week, I spent most of the class time fighting with the fact that my rigs aren’t working as expected. I created a character set for both rigs but sadly the arms and head of the rig will not key with the character set, unable to find a solution I’ve taken to keying them separately. This is adding some levels of confusion when it comes to understanding what is going on in the timeline but I’m hoping this will be a quicker option than going back to the drawing board with the models/rigs. I’ve already lost too much time on this project dealing with them. On reflection I’m beginning to wish I’d chosen an existing rig of Matts and focused on learning animation rather than throwing myself into rigging and thus far had very little focus on animating.
So with some added time outside of class today I’ve began to block out the animation, the timing isn’t representative of the end thing, I’ve mostly been trying to get the poses right with the broken character sets. Password: nextgen