![]() ![]() Then set the next clip to Add in the blending dropdown menu. You want to add an animation to the end of another one without it snapping back the original location? Just make sure the first clip is set to Hold Forward in the Active Strip panel. Lazymouse and backtrack plus#Add new layers by going to Add > Add Track.Įdit selected clips by opening the clip inspector (N key, or the little plus icon in the top right.) Here you can set the scale, the repeats, the influence (which you can now animate with an F-curve - really nice), even add animation modifiers.ĮDIT: Oh, wait I think I understand your question now. You can move these actions freely around on the different layers in sequence or on top of each other, something you couldn’t do in 2.4x. In fact, the NLA in 2.5 is much more capable in this regard than the old one.Īdd actions by either freezing the animation layers (The snowflake icon) or by going to Add->Insert Action Strip (Shift+A). Rangiz: Sure, you can insert actions, loop them, add them on top of each other etc. I might just have to render the layers seperatly and composit them manually in Photoshop. Ok rant over… I was just wanting to have the print ready for matting tomorrow. This is even more true with multiple render layers where it blits at the end of the render and doubles EVERY layer. What chaps my hide is a crash after a long render where I can watch the memory attempt to double-up at the moment of completion. Not a bug really just a place where the hand-off and memory releasing could be handled a bit better to give some more room for the 32bit crowd. So my final bitmaps are fairly large in memory. Something that I do constantly as all my final renders are setup for 13x19 prints. ![]() ![]() I cannot be certain but it looks like there is a breif moment when blender doubles up the memory holding two copies of the rendered bitmap in RAM.Įssentially a render that is under the 2GB 32-bit limit by 900MB will slam into the wall when displaying the bitmap on a large render. I would like to see the memory hand off between Rendering mode and the Image Editor handled better. ![]()
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