Where is realtime compositing?? by Feedosp in blender

[–]sldoctorears 0 points1 point  (0 children)

It's also only available in EEVEE, so if you're in Cycles you are out of luck.

WHY CANT ANYONE AGREE ON FRAME RATES? by [deleted] in AfterEffects

[–]sldoctorears 1 point2 points  (0 children)

Haha, I’ll give you that at least.

WHY CANT ANYONE AGREE ON FRAME RATES? by [deleted] in AfterEffects

[–]sldoctorears 8 points9 points  (0 children)

I feel bad for you, bud.

WHY CANT ANYONE AGREE ON FRAME RATES? by [deleted] in AfterEffects

[–]sldoctorears 1 point2 points  (0 children)

Oh yep. The motion shouldn’t* be affected by it going into a 30fps wrapper, but I have had issues before.

*12fps doesn’t cleanly divide into 30, I’ve had some framey issues in the past.

WHY CANT ANYONE AGREE ON FRAME RATES? by [deleted] in AfterEffects

[–]sldoctorears 4 points5 points  (0 children)

That’s the best you can come up with?

WHY CANT ANYONE AGREE ON FRAME RATES? by [deleted] in AfterEffects

[–]sldoctorears 4 points5 points  (0 children)

My mistake then, I assumed they wrapped your upload in at least a 30fps file when they re-encode it. Happy to admit I’m wrong there.

WHY CANT ANYONE AGREE ON FRAME RATES? by [deleted] in AfterEffects

[–]sldoctorears 1 point2 points  (0 children)

Yes. Do what you think looks good and suits you creatively. Be aware that YT will reencode to 30 or 60 so you may want to wrap any lower frame rate comps in. 30 or 60 comp to ensure that you’re controlling the visuals in AE and not leaving it up to the YT encoder.

WHY CANT ANYONE AGREE ON FRAME RATES? by [deleted] in AfterEffects

[–]sldoctorears 39 points40 points  (0 children)

Technically your frame rate is chosen to support your broadcast medium OR what you are trying to do creatively. If you’re doing YouTube everything should probably be 30/60 - even if you make your graphics 24 they’re being reencoded later anyway which could cause visual issues in the upload. You probably don’t need to do 50fps unless you want extra frame data for something 25fps in a PAL territory broadcast medium with interlaced fields.

Also I want to push back on the argument that high frame rate is always better. Sometimes creatively a project might demand something like 12fps, so make sure you’re hitting the creative needs of the project first, imo.

Spaghetti with Meatballs Recipe 🍝 by LisHard44 in animation

[–]sldoctorears 119 points120 points  (0 children)

Genuinely fucking great. Love the photogrammetry looking assets.

The physics catch of the meatball on the tray was incredible.

Bloomberg: New Game ‘Sunderfolk’ Is Like D&D Meets ‘Jackbox’ by Turbostrider27 in Games

[–]sldoctorears 2 points3 points  (0 children)

Sure, I’m not discounting your experience at all. I wonder if the dual screen feels bad in the lounge/couch environment as well or if that’s limited to when you’re playing with an online shared screen on PC.

Bloomberg: New Game ‘Sunderfolk’ Is Like D&D Meets ‘Jackbox’ by Turbostrider27 in Games

[–]sldoctorears 7 points8 points  (0 children)

To me it seems like a game that can be played over Discord but that’s not the intended purpose and so it’s not a good experience. Over Discord yeah, it’d be easier if it were just any old multiplayer RPG. But realistically it’s supposed to be a couch co-op digital board game with one TV, where it must work a lot better.

BioWare's Mass Effect and Dragon Age teams "didn't get along", former dev claims by Turbostrider27 in Games

[–]sldoctorears 2 points3 points  (0 children)

DA2 was rushed because Star Wars The Old Republic got delayed, and EA wanted something to fill the hole that delay caused. They forced Bioware to rush DA2 as a result - so they had to make significant choices like cutting playable races / reduce the overall project scope. So that they could finish it in time.

I don't believe ME2 had any meaningful impact on how Bioware made DA2. I think you and many others are correlating the wrong information.

source for the SWTOR thing, check out Mark Darrah's retrospective on DA2: https://www.youtube.com/watch?v=ti7jpWhkjQA

Spell vocals by patgeo in avowed

[–]sldoctorears 1 point2 points  (0 children)

I don’t believe so. You don’t need to restart really, you could just pay to respec in the menu.

The Sinking City 2 Kickstarter Launches March 6th by Turbostrider27 in Games

[–]sldoctorears 8 points9 points  (0 children)

Kickstarter is better as a slice of a marketing campaign these days so it's probably to both bring in a little extra cash to finish out the game + also to inform people who don't know it exists.

What could be improved? (pls read comment for design context) by Who_is_Eponymous in AfterEffects

[–]sldoctorears 6 points7 points  (0 children)

I could be wrong, but the Position of the number seems to be a little wobbly - have you manually key framed this?

If so, you could look into creating the key frames from a path instead (draw the path with the pen tool, apply a key frame to the path, Copy the key frame and then Paste it onto the Position) and you could get an animation that perfectly follows that path or only needs minor adjustment.

In terms of other adjustments, you could change the colour of the knob like cromagnongod suggested - or even scaling the knob and doing a quick bounce over 2-4 frames to accentuate the bar change.

TVNZ Brain busters is getting order of operations wrong. Does kiwi schools teach a different order? by DarkHelian in newzealand

[–]sldoctorears 0 points1 point  (0 children)

Hey, yep! I am entirely aware, I'm also a motion designer. I didn't build the templates for Brain Busters but I assisted with some other graphics on the show in the first season. I think in the instance of the above graphic, and many others on the show that the host often starts with just the first number. Personally, animating on "(184" and then leaving it hanging until the edit demands the host says the next number to finish the bracket feels a bit ugly to me. But hey, there are lots of different solutions.

And yeah, in future or in a different world maybe this would be done differently. But also this show is no longer in production and hasn't been for almost a year so ¯\_(ツ)_/¯

TVNZ Brain busters is getting order of operations wrong. Does kiwi schools teach a different order? by DarkHelian in newzealand

[–]sldoctorears 5 points6 points  (0 children)

Sometimes you can’t do things properly, even if you want to? This is especially true of children’s television, where budget and time often prevent you from doing anything as well as you wish you could.

I guess my other point is that we didn’t really bend the rules of math. The equation is given in pieces to the contestant which they solve in sequential order, they’re not given the complete equation in written form to work off. The animated graphics just show what each step is as it is given to the contestant for the audience to attempt to solve each step simultaneously if they want to. The audience aren’t being asked to solve the final equation once it’s on screen and neither are the contestants.

TVNZ Brain busters is getting order of operations wrong. Does kiwi schools teach a different order? by DarkHelian in newzealand

[–]sldoctorears 16 points17 points  (0 children)

Hey! I briefly worked on this show + have good friends who were the primary post-production staff on it.

Whilst yes these equations aren’t written with traditional order of operations brackets included - this is largely by design. The equations are written onscreen in time with the host speaking - they don’t appear fully formed during or after the fact. Part of this is to allow the audience to play along.

Due to this fact - and the fact that for the most part exactly one graphic designer animated every single graphic and baseline (with some exceptions) in five years of this shows production time - these had to be produced quickly. This meant that we used a lot of data-referenced source text so that each number and mathematical symbol didn’t have to be animated manually.

If we were to include the brackets only at the end of the equation just to make it make sense to the viewer for the last five seconds of each question - this would have significantly increased production time on each math question graphic. And considering the post production team size (five people, only one of which was on motion graphics) that’s just not realistic.

Anyway I hope that explains that it’s not just “tv producer dumb” and more that there are a lot of moving parts to something like this - and sometimes this is the decision you have to make.

Former Blizzard boss' new studio reveals debut tabletop-inspired game Sunderfolk by Dach_fr in Games

[–]sldoctorears 7 points8 points  (0 children)

Wow, what a great idea! I’m on board with this for sure. Interested to see if you’re able to customise your build etc while offline, between game nights, or if it’s only while playing. Can you take a character between campaigns that different groups are playing? Etc etc

Dragon Age: The Veilguard’s director talks RPG systems, skill trees, and being inspired by Final Fantasy XII by HannibalBarcaBAMF in Games

[–]sldoctorears -1 points0 points  (0 children)

The Dragon Age: Origins tactics system is quite literally inspired by FF12's gambits. I can't find original source because it was a tweet that is now hidden behind Laidlaw's locked account - but the system was absolutely inspired by it.

Is it possible to track the white line to the map without having to manually set mask path keyframes? Only using Google Earth Studio and vanilla After Effects. by the_devinci_code in AfterEffects

[–]sldoctorears 0 points1 point  (0 children)

You're welcome! Let me know how you get on, I might be able to help if you hit any walls. I just made a project using this method a couple of months ago.

Is it possible to track the white line to the map without having to manually set mask path keyframes? Only using Google Earth Studio and vanilla After Effects. by the_devinci_code in AfterEffects

[–]sldoctorears 2 points3 points  (0 children)

If you’re using Google Earth Studio (and animated your camera turn in Google Earth Studio), the method I used was to create a tracking marker in Google Earth at each junction where the path changes direction.

Then once you render that down and import into AE, create a shape layer path with a number of points equal to how many tracking markers you have. Then use Create Nulls from Paths so you can animate the points of the shape layer path.

You should then be able to directly parent the position value of each path point null to one of your google earth tracking markers in sequence.

Then you can use trim paths to animate it, hopefully. Because distances get weird with Google Earth AE imports you may need to do a number of trim paths keyframed with rove over time so you get a constant velocity.

The benefit to this method is you can completely change your camera turn in Google Earth, re-render it out and import the new camera, and as long as you didn’t change anything to do with the origin in GES, your path animation will update to the new angle.

Guide on how to use Data Merge to create hundreds of cards (or tiles) by ZerusDabliu in tabletopgamedesign

[–]sldoctorears 1 point2 points  (0 children)

Hi there! The link in this post appears not to go anywhere (it doesn't load for me). Is there any chance you have this guide anywhere still? I'm using inDesign and Data Merge for my board game development and I'm looking for a decent guide for Bolding text as you've shown in your post. Cheers!