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Improving TVPaint 11 Interface when it comes to 60 FPS
Posted: 29 Dec 2015, 05:49
by TheQuestionMark
https://youtu.be/hgf5nU3mLa4" onclick="window.open(this.href);return false; I just watch anime video and they're doing it 60 FPS! I think TVPaint may be set to obsolete if they don't set up for 60FPS and fully devote to it. Example when trying to set up for 60 FPS rendering setup, and when trying to zoom out for 60 FPS, you can no longer drag out the exposure from timeline the icon/button isn't there anymore! I think the anime artists are looking at TVPaint caught the 60 FPS thread maybe talked in
http://forum.tvpaint.com/viewtopic.php?f=10&t=8745" onclick="window.open(this.href);return false; ? If TVpaint doesn't do anything they might get left behind!
Re: Improving TVPaint 11 Interface when it comes to 60 FPS
Posted: 29 Dec 2015, 08:59
by slowtiger
Don't think so. Hand drawn animation can't happen at 60 fps for one obvious reason: money. Nobody is going to spend at least twice as much for the same amount of film.
Re: Improving TVPaint 11 Interface when it comes to 60 FPS
Posted: 29 Dec 2015, 12:40
by D.T. Nethery
TheQuestionMark wrote:https://youtu.be/hgf5nU3mLa4 I just watch anime video and they're doing it 60 FPS! I think TVPaint may be set to obsolete if they don't set up for 60FPS and fully devote to it. Example when trying to set up for 60 FPS rendering setup, and when trying to zoom out for 60 FPS, you can no longer drag out the exposure from timeline the icon/button isn't there anymore! I think the anime artists are looking at TVPaint caught the 60 FPS thread maybe talked in
http://forum.tvpaint.com/viewtopic.php?f=10&t=8745" onclick="window.open(this.href);return false; ? If TVpaint doesn't do anything they might get left behind!
Honestly, the
video you linked to doesn't look much (or at all) better to me than the typical anime made at standard 24 FPS. Does it really look that much better to your eyes ? With
drawn animation I think the only difference one truly notices is the difference between action animated
ON 1's vs. animation
ON 2's (or certainly ON 1's vs. animation done ON 3's or 4's , which is more common in Japanese animation.) With live-action footage or CG/3D made at 60 FPS (or 48 FPS) there's a noticeable difference ,
but not necessarily better in terms of the overall look , imo ... maybe this is just evidence of me being "old" , but I happen to prefer the classic
cinema aesthetic. I don't want cinema to look like video.
Example when trying to set up for 60 FPS rendering setup, and when trying to zoom out for 60 FPS, you can no longer drag out the exposure from timeline the icon/button isn't there anymore!
I don't understand what you are referring to ... what
"icon/button" isn't there anymore ? (Screenshots please) . Are you referring to the interactive zoom ratio button for the Timeline ? When I create a new Project at 60 FPS I still have the interactive zoom ratio button on the Timeline , so I can't duplicate the issue you are reporting on my end.
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slowtiger wrote:Don't think so. Hand drawn animation can't happen at 60 fps for one obvious reason: money. Nobody is going to spend at least twice as much for the same amount of film.
I agree for hand-drawn feature films , but I know of at least one short film animated at 60 FPS - Glen Keane's "Duet" . (funded by some very deep pockets at Google, so I guess they figured it was worth the extra expense ). I haven't experienced "Duet" on a phone or a tablet as in immersive, interactive piece , so I have no idea if the 60 FPS was worth the extra time to do all those additional drawings. I've seen the film in HD video format , but that was running at standard frame rate , not 60 FPS. Is it better at 60 FPS ? I don't know. From interviews given at the the time "Duet" debuted it seems that the decision to animate at 60 FPS was driven by the needs of the programmers , but Glen embraced it and rolled with it. (would he choose to animate at 60 FPS if Google wasn't paying for the extra time required ? Who knows ? )
.
Re: Improving TVPaint 11 Interface when it comes to 60 FPS
Posted: 29 Dec 2015, 23:29
by schwarzgrau
The video looks to me like they animated on a lower framerate and blended the frames into each other to get 60fps.
Re: Improving TVPaint 11 Interface when it comes to 60 FPS
Posted: 30 Dec 2015, 09:00
by Fabrice
Example when trying to set up for 60 FPS rendering setup, and when trying to zoom out for 60 FPS, you can no longer drag out the exposure from timeline the icon/button isn't there anymore!
I don't understand what you are referring to ... what
"icon/button" isn't there anymore ? (Screenshots please) . Are you referring to the interactive zoom ratio button for the Timeline ? When I create a new Project at 60 FPS I still have the interactive zoom ratio button on the Timeline , so I can't duplicate the issue you are reporting on my end.
Same here, no bug detected.
Please explain more, with screenshots if necessary.
Re: Improving TVPaint 11 Interface when it comes to 60 FPS
Posted: 25 Jan 2016, 04:32
by TheQuestionMark
Fabrice wrote:Example when trying to set up for 60 FPS rendering setup, and when trying to zoom out for 60 FPS, you can no longer drag out the exposure from timeline the icon/button isn't there anymore!
I don't understand what you are referring to ... what
"icon/button" isn't there anymore ? (Screenshots please) . Are you referring to the interactive zoom ratio button for the Timeline ? When I create a new Project at 60 FPS I still have the interactive zoom ratio button on the Timeline , so I can't duplicate the issue you are reporting on my end.
Same here, no bug detected.
Please explain more, with screenshots if necessary.
http://i.imgur.com/j7XG0rW.png" onclick="window.open(this.href);return false;
I can barely stretch it 60 FPS before it disappears the timeline.
Re: Improving TVPaint 11 Interface when it comes to 60 FPS
Posted: 25 Jan 2016, 04:34
by TheQuestionMark
slowtiger wrote:Don't think so. Hand drawn animation can't happen at 60 fps for one obvious reason: money. Nobody is going to spend at least twice as much for the same amount of film.
But how are they doing it? I don't see any crowfunding on them. And they are debuting too.
Re: Improving TVPaint 11 Interface when it comes to 60 FPS
Posted: 25 Jan 2016, 06:02
by Elodie
Slowtiger means they have not drawn 60 frames per seconds and the main reason is the cost.
I've looked deeper to the video and they have just made between 8 and 12 drawings per second : they hold these drawings longer than the would have with a 24 FPS frame rate, nothing more.
It brings nothing more to the animation quality (for 2D animation). Using a 60 FPS framerate makes only sense for 3D, especially for video games.
Re: Improving TVPaint 11 Interface when it comes to 60 FPS
Posted: 25 Jan 2016, 06:17
by D.T. Nethery
TheQuestionMark wrote:
http://i.imgur.com/j7XG0rW.png" onclick="window.open(this.href);return false;
I can barely stretch it 60 FPS before it disappears the timeline.
I'm not sure you entirely understand how the interface works or what Frames-Per-Second refers to. When you say
"I can barely stretch it to 60 FPS before it disappears from the timeline" what do you mean by
"it" ? Stretch
what ? Do you mean the exposure of the instance(s) on the Timeline or the FPS rate of the Project ? In your first screenshot you have ONE instance exposed for 15 frames on the timeline ; in your second screenshot you have ONE instance exposed for 50 frames . So what do you mean
"it" disappears from the Timeline if you stretch it to 60 FPS ? FPS doesn't change how frames are displayed on the Timeline ; FPS refers to the frame rate of the Project , not to how many frames an instance is exposed on the timeline or the size of the timeline display , so your statement seems to be confusing two different functions.
See the attached screenshots and the attached .tvpp file . My first screenshot shows a project that has a frame rate of 60 FPS , and the project duration is 180 frames. In the first screenshot I have
compacted the zoom ratio of the Timeline so that all 180 frames fit on the Timeline . (this is independent of the frame rate of the Project ... it could be 60 FPS, or 30 FPS , or 24 FPS). If I wanted to
expand the display of the frames on the Timeline then I would click and drag on the magnifying glass icon to expand the zoom ratio of the Timeline view as in the second screenshot. But again, the compacted or expanded display view of the instances on the Timeline is not related to the frames-per-second rate of the Project.
(click the images to see them larger)
But see that it is the same if my Project frame rate is 24FPS . Here is the compacted view of the Timeline , for a project that has a duration of 180 frames , with a frame rate of 24 FPS -
So you see that expanding or compacting the Timeline zoom ratio display of the instance(s) on the Timeline has nothing to do with the
FRAME RATE of the project (60 FPS , 24 FPS, or otherwise).
.