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Which version are you using to render?
I don't know. Jason would know. It is whatever version of netrender he has installed.
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And what are the final render settings?
Render Options:
Quality: Final
Multipass: ON (Passes: 9(3x3), Soften ON (except if you get black dots in your render, then turn Soften off)
Depth of Field: up to you
Shadows: ON
AO: OFF
Reflections: ON (Levels 1, Soft: OFF )
Hair: ON
SSS: OFF
Fog: Up to You
Toon: OFF
Fields: OFF
Stereo: OFF
Plugin Shaders: ON (Diffuse, Specular and Ambiance set to "none")
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Output Options:
Format: Targa Sequence (Save Options > RLE Compression: ON )
Filename: Bubbling_Goo_Song_0000.tga
Range: Up to you.
Resolution: 720x405 (Aspect: 1)
Gamma: None
Buffers > Alpha : up to you if you want to set your chors up so you can render foreground/background or characters/set or whatever. Occasionally, splitting the render so one pass just shows characters (with alpha channel) and next pass just shows the background stuff is the only way to get a successful render from some scenes.
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I have started splitting the wav file. I am using A:M to render the frame ranges and then QTpro to strip the audio into the smaller wav files. I assume the unsplit wav file will be used when the tga sequences from the separate chors are concatenated. I hope I don't run into timing issues this way.
That will probably work. The only way to know for sure is to import quick shaded renders into Premiere (or whatever you use) and see if the frames match up to the original audio.
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I assume I will also do the final lighting for this? I would like to insert final lighting in chor before doing test renders.
Go right ahead.
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I also want to do the camera work.
knock yourself out.
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How shall I handle any special effects
That's the million dollar question.
Ideally - stage your scenes so the sfx can be rendered separately and composited in - just in case I have to split the render up.
An alternate would be to stage the scene so just the effect(s) and affected character(s) can be isolated and rendered separately if needed.
A last resort would be to go hog wild and hope for the best.
If you have dynamic constraints, and you bake them. You may have to copy the keyframes from constraint.results channels in the chor to the appropriate channels for the actual bones being affected. Just copy the whole bunch of keyframes from one channel and paste into the proper channel. Jason had to do this for Ken's Googly-Krewl scene to get Googly's hat dynamics to render properly.