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Scene Finalizing

Preparing the Scene for Publishing

Sequence of actions after completing the animation:

  1. Check the IK and FK switches. They should switch within 1 frame, ideally within 0.1 frame, as frame switches are visible in the subframe space.
  2. Check the constraint switches. They should also occur within 1 frame, ideally within 0.1 frame, as frame switches are visible in the subframe space.
  3. Run the scene in subframe. When running in subframe, make sure there are no sudden jumps, twists, or unintended movements of various objects, and that no artifacts appear in the scene.
  4. Check for intersections between characters, background objects, themselves, or with each other.
note

If the character’s pose involves bending limbs, touching the body, clothing, etc., ensure there is minimal space between two surfaces. It's best to check this in Proxy or even High mode for characters. The space should not be too large, as shadows may appear during rendering, but it should be minimal without significant intersections. The same applies to characters with fur—leave just a small gap for the fur dynamics.

  1. Check the scene for camera constraints, especially in scenes with vehicles or flying objects. When publishing the scene, there should be NO constraints on the camera.
  2. Check the timing of the scene. You should have exactly as many working frames as specified in your task under Cut Duration.
  3. Extend the animation by one frame BEFORE the first frame of your scene and at least one frame AFTER the last frame for everything that moves in the scene, whether it's a character or an inanimate object. This is necessary for Motion blur calculations.
  4. Set a key at frame -10 for all characters that have clothing, fur, or hair.
note

From frame -10 to 0, there should be no movement in the scene. Not a single muscle should twitch. This means that the poses in frame -10 should exactly match the poses in the first frame of movement (which you set in step 2, the motion blur frame).

  1. Set a key at frame -30 for all characters that have clothing, fur, or hair.
  2. Place the characters in a T-pose (rest-pose) at frame -30. From frame -30 to -10, all your characters should gradually move from the rest pose to the first frame pose. These frames, from -30 to -10, are needed for calculating the dynamics of clothing, fur, and hair. During this time, the clothing, fur, and hair of the characters should settle into the correct position with inertia, so:
note

When transitioning from frames -30 to -10, ensure there are no intersections, significant twists of body parts, sudden movements, jerks, or trembling of limbs when switching IK or FK and other actions. The transition from rest-pose to the first pose should be as smooth and fluid as possible.

tip

Pay special attention to the character's main control, especially for those who are walking or running. When transitioning out of the rest pose, the character SHOULD NOT suddenly move towards the main control. If this happens, the character's acceleration may be too fast, and ten frames may not be enough to handle the inertia of the hair. Ideally, the main control should be detached from the character and remain in one place. If you don't detach the main control, ensure that the character stays on the main control from frames -30 to -10.