Rendering multiple frames for a complete animation is time
consuming, even on fast machines. Each frame is individually processed.
Realistic materials, shadow casting, and other factors can slow the process as
well. When you're ready to take a break, you can render this animation, then
come back after a short time and see the results.
Render your animation:
To complete this tutorial, render the
animation you made earlier. The rendering time is probably under 15 minutes,
depending on the speed of your machine.
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On the menu bar, do the following:
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Choose File > Open to load your saved
animations, either
my_still_life_animated_loop.max or
my_still_life_animated_flyin.max. Or you can open
still_life_animated.max.
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Choose Rendering menu > Render to display
the Render Scene dialog.
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If you did not save the completed files back
to the same tutorial directory, when you select one of your files to open you
might encounter a Missing Map / Photometric Files dialog. If you do run into
this problem, press the Browse button. The Configure Bitmap / Photometric Paths
dialog will appear. Click the Add button. In the Choose New Bitmap Path dialog,
navigate to the directory where you loaded the original file. Click the Use Path
button. On the Configure Bitmap / Photometric Paths dialog, click OK. On the
Missing Map/Photometric Files dialog, click Continue.
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In the Render Scene dialog > Output Size
group, change the default (640 x 480) to 320 x 240.
This smaller size has only one-quarter the
area of the default, making it much faster to render.
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In the Time Output group, turn on Active Time
Segment.
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In the Render Output group, click the Files
button. In the Render Output File dialog, name your animation
mystill_life_animated.avi. Click Save to save the
animation to the
\images subdirectory.
Warning: You must either add the
extension
.avi in the file name, or else
select AVI as the file type. If you don't tell the program what type of
animation format to save in, the rendering won't work.
Tip: When working professionally it is better
practice to not render directly to a movie file format. You should instead
render to a sequence of still image files such as TGA or TIF and then assemble
them into a movie using Video Post or the Ram Player. For more information on
this method see the Rendering chapters in the online tutorials.
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In the Video Compression dialog, do the
following:
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If necessary, change the compressor to Cinepak
Codec. There are lots of different codecs to choose from. Cinepak generally
gives satisfactory results.
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Set the Compression Quality high, between
90 and
100.
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When you’re done, click OK.
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On the Render Scene dialog, notice that the
field next to the Files button now shows the location of
mystill_life_animated.avi.
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At the bottom of the Render Scene dialog, from
the list labeled Viewport, select Perspective.
You always want to be sure you’re rendering
the right viewport.
Tip: Usually you will use a camera viewport,
rather than rendering the Perspective viewport. In this case, since the
animation was created in the Perspective viewport, you'll use that.
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Click Render to begin the rendering process.
Watch a few frames to make sure nothing is
terribly wrong. The Time Remaining estimate will give you an idea of how long
the rendering will take.
Play the rendered animation:
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When your animation is finished rendering,
chose File menu > View Image File.
By default, the View File dialog opens in the
\images subdirectory.
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Highlight
mystill_life_animated.avi and click Open to display
the Media Player.
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Play your animation from the Media Player.
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If you like the animation, you can render it
again at 640 x 480. This will take 4 times as long as the smaller resolution,
probably around 30 minutes. Or you can load the other animation file and render
that one.
You'll find finished AVI files of both
animations (the fly-in and the loop) in the
\tutorials\still_life folders if you want to skip
the rendering entirely.
You have created an animated still life and learned to find
your way around the 3ds Max user interface. You've learned viewport navigation,
created an orange using primitives, and assigned materials. You've also learned
to move objects, animate and render your animation.
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