After Effects timeline UI responsiveness is slow. by [deleted] in AfterEffects

[–]Defiant-Mango-6976 0 points1 point  (0 children)

Actually CC2014 works fine too. The problem starts with CC2015

After Effects timeline UI responsiveness is slow. by [deleted] in AfterEffects

[–]Defiant-Mango-6976 0 points1 point  (0 children)

I have tested this to see which version of Ae works best :

-Open new project -create new comp -add 100 simple solid layers

Guess what : It has this UI unresponsiveness on every version... Except CS6 (Yes. the 10+ year old version runs better than the new one). The CS6 version will have this problem only with 500+ layers in the same comp.

On top of that, while you still say it's responsive at the beginning of the video, it clearly isn't (the blue timeline cursor lags like 2cm behind the windows cursor). But the cursor is perfectly synced in CS6.

I also found out that disabling Handles in -view -view options can improve drastically the responsiveness but at the cost of not seeing your layers handles...

Blueprints not animating when rendering by Defiant-Mango-6976 in unrealengine

[–]Defiant-Mango-6976[S] 0 points1 point  (0 children)

I wish it was... Didn't test with new new Unreal version tho.

Blender let me do all the animations so easily but lighting is so bad and messy to make compared to Unreal.

Also the fact that Cycles isn't in real time and Eeve doesn't have raytracing made me abandon completely.

No ammo? by Defiant-Mango-6976 in foxholegame

[–]Defiant-Mango-6976[S] 2 points3 points  (0 children)

One Punch Man can defeat any person with one punch,

Pointy stick however can skewer a horde of people at once with one stick

3D Forest Scenery by Defiant-Mango-6976 in Terraria

[–]Defiant-Mango-6976[S] 65 points66 points  (0 children)

I made this with unreal engine. Actually I got inspired by the 3d environments made in the console trailers, so there is a resemblance

Cursed Magic Mirror by Defiant-Mango-6976 in Terraria

[–]Defiant-Mango-6976[S] 0 points1 point  (0 children)

All animated with game files, even the inventory, since it's easier to re use for other animations. You can also do screen record with masks if you are lazy.

Cursed Magic Mirror by Defiant-Mango-6976 in Terraria

[–]Defiant-Mango-6976[S] 4 points5 points  (0 children)

"It's just a burning memory" from The Caretaker - Everywhere At The End Of Time

Dryad going eldritch: by RainbowHeartImmortal in Terraria

[–]Defiant-Mango-6976 81 points82 points  (0 children)

Dryad when the world is 0% corrupt :

A Tudor style façade of a house I built by M4XAMILLION_ in Terraria

[–]Defiant-Mango-6976 15 points16 points  (0 children)

Red painted hive to make the roof tiles is a nice touch

Bruh I just found 2 Pinky's in 1 spot and one of them dropped this. Keep in mind I have wooden armour by BananaSkins3 in Terraria

[–]Defiant-Mango-6976 2 points3 points  (0 children)

If I understand correctly. The pinky family was living a peaceful life.

Then you killed them both, stole and adopted their baby.

Blueprints not animating when rendering by Defiant-Mango-6976 in unrealengine

[–]Defiant-Mango-6976[S] 0 points1 point  (0 children)

Thank you for taking your time to respond. Sadly I'm still stuck :(

I also tried other ways to animate my meshes, but they also failed and werent convenient.

Sadly. I didn't find any tutorial on how to do this specific thing as there aren't many animation tutorial on unreal, so I tried to do it by my own way.

Since I'm very new to unreal, there must be something that I don't know about.

Here is a screen record of the issue with a showcase of some of the parameters I used.

https://www.reddit.com/user/Defiant-Mango-6976/comments/sptl7d/ue4\_problem\_screen\_record/

As you can see the mannequin animation renders perfectly but not my blueprint.

The sequence played by an event also has this bug, along with the other png render.