11/28/2023 0 Comments Blender animation stops at 250For a single rotation cycle that repeats in the Timeline, set the Timeline frame range to the start frame of the rotation and the end frame minus one, so the identical start and end frames aren’t both included in the animation.įor multiple repeating cycles there are settings you can apply to the curve to extend it beyond the keyframed range, so you don’t have to keyframe the entire range of cycles, but that’s something to tackle after you get your single rotation cycle down pat. To set the points for a full 360 deg rotation, you really need only set two keypoints – at the start frame and at the end frame – and make sure the curve between them is linear if you want constant-speed rotation. Either would insure that the curve between the two endpoints is truly linear (constant slope). In this case, you could make the curve type Linear (select a point, then use T-KEY, 2), or you could select the start and end points of the curve and make them type Vector (V-KEY). When working with IPO curves you have the option of treating the curve as a whole, or just the individual keypoints. Better to let the IPO curve determine these values than setting them as keypoints, for a constant-speed rotation. The intermediate keypoints in the curve are redundant, since a fully linear curve from start to end frames is enough, and they can cause minor glitches in rotation speed if they are out of place from the desired linear values. The slope of this curve is constant (that’s why it looks like a straight line), and the slope of an animation curve determines the speed of the animation. The Timeline includes Transport Controls, to play, pause, and skip through an animation sequence. In red is shown the shape the curve should have to be truly linear – from start to end point in the animation with no departure from a straight line. The Timeline gives the user a broad overview of a scene’s animation, by showing the current frame, the keyframes of the active object, the start and end frames of your animation sequence, as well as markers set by the user. Your curve is not fully linear – at the very last few frames it develops a little “flat” spot that causes the glitch in your animation. If you don’t want “tidally-locked” rotation by the satellite, then place an Empty at the central sphere’s location, make that the parent of the satellite, and rotate the Empty at whatever rate you want.īy making the motion a true rotation you completely avoid all the probs of getting true sine curves – constant rotation is done with linear IPO curves (using either the Linear curve type or by making the IPO keypoints Vector-style).Īlso, set your animation frame range to 1 and 249 rather than 1 and 250, to avoid the issue I first described. All the curves look like they probably depart from ideal sine shape to a degree, as I mentioned it’s really hard to get them perfect.Ī better method IMO is to make the orbiting object a child of the central sphere, then rotate the central sphere and the “satellite” object will follow. However, to address your question directly, I’d say that the pause is caused by a “flat spot” in your sine curves – at far left, the bottom-most curve from frame ~230 to 250 looks too flat in particular, but it could be a combination of all the curve shapes at start & end. I checked my memory usage in the activity monitor and I could see it reading 13gb which is like the amount it was while it was rendering but even when it wasn't rendering it still showed 13gb.Hmm, I guess my first question is why use Loc (Location) curves to describe a rotation? Yes, the sine-wave curves will work, but they are a pain in the arse to tweak to perfection, especially if you’re moving in more than one plane. I don't know if this is a bug or not or maybe it was just so that the system cools down or something but yeah the render just stopped.īlender shows my render in a new window and when it stopped rendering the window was still there and blender showed my render progress at the bottom at zero but the progress didn't move further and no rendering was happening. I was rendering it on Apple gpu plus cpu. I was rendering an animation and suddenly blender just stopped rendering. Operating system: Apple M1 Monterey 12.2.1
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