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| If you're considering depth of field and motion blur, you should definitely think about doing that in post production, in a composting application like combustion, which fits in nicely with 3ds max. Only for the simple reason that it will save you lots of rendering time and fiddling, so then you should consider rendering in different 'passes', using a velocity pass to later add motion blur for example, and a Zdepth map for depth of field, this might seem like a waste of time but rendering times will still decrease quite a bit, especially for depth of field. It's also much easier to adjust the amount of depth of field and motion blur within a composting app, because you can easily adjust the values and immediately see the result of that, whereas you would need to render one frame quite a few times to get the right look. |
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| rigging a character - i first wired the fingers to pointers or dummies to control how they would open and close, its was fine at first then became a nightmare as my mouse wouldn't co operate. lol re-rigged them using sliders, lovely, such pleasure in being able to control the characters fingers so easily. Also I wanted to ask if anyone has had experience of susing bipeds, I know i could animate my character using tradtional pose to pose techniques and tweek using the graph editor but if the character studio is there, why should I not use it. I feel as though I would be cheating? But is it really, I know that I'll have to tweek the characters movements afterwards. I'm going to do the tutorial but at the moment from what I can see character studio appears to be an extremely useful tool? Has anyone who had any experience with it and could tell me what their thoughts and opinions are about it? in advance - many thanks - ![]() |
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