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3

Unless you need it make sure you are using the Classic 3D rendering mode and not the "Ray-Traced 3D" renderer. You can see and change the renderer in the top right corner of your comp view or just go into the composition settings menu through the top menu bar. If you are in need of using the RayTraced 3D renderer click on the options menu and increase the ...


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Sometimes yes, sometimes no. If it is shot "for 3d" then yes, they use either two cameras or a splitter to go through two optical assemblies to one camera. Here are some sample rigs that have actually been used in large films. There are, however, a number of films that are released in 3d despite having not been shot "for 3d". In these cases, the films ...


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There actually are two films that I am aware of. One is 'Naught 5' and Plumiferos. You can easily Google to see the production websites.


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There seem to be a few basic misconceptions here. For cartoons you don't need anything fancy as long as cell-shading is supported, which is typically a camera filter. Lighting is actually done in your 3d animation software. The job of a render engine like Mental Ray or V-ray is simply to process the scene you build to generate the final image, but it ...


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It depends what you regard as "true 3d" but there is a technique called "Light Field Display" which has been in development for some time now. Its essentially still a 2D screen but you can walk around and look at it from different angle as if it were an actual 3d object. http://gl.ict.usc.edu/Research/3DDisplay/


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Select your camera, locators (if exported), and anything else from Nuke. Group them all together with ctrl+g and modify that group as a whole. You can scale uniformly (but not independent axes), rotate, and translate. Often one trick is to snap the pivot point of the group to a specific reference point (hold down d and v then drag to the reference point, ...


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Genlock would allow the capture of frames to be synchronized to a common external timecode. It is only a feature on pretty high end cameras, so if you are trying to keep costs down, it really isn't an option. The other question I linked to in the comment goes over a few possible ways to try to get usable sync for multiple cameras, but sadly, there aren't ...


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Not at a usable frame rate. The fastest I'm aware of is one that updates every 2 seconds. They are also not free floating in air, but rather projected within a block of material. There is a nice article on discovery.com about the most advanced one I know of here. There are also vapor displays that can display a video floating in space, but those aren't ...


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This still isn't as easy as it should be, but the way forward is to export your geometry as Alembic. It supports many textured objects, and even animated sequences. Depending on your version of Maya, you may need to install a plugin, but it is much better than dealing with OBJ and FBX as the interchange format in most cases.


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When you bake an object in C4D you get several options which passes you want to be applied in the final baked texture. You might want to try to generate new UV's by not ticking the "keep UVs" setting. If you want to bake lightning you have to tick the luminance pass for that. Also be aware that the baked object might look horrible in the viewport but will ...


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It depends on the quality you want to achieve and where your skill set is. The bigger difference between 2d and 3d animation isn't so much the time it consumes, but rather the skill set it requires. The techniques for both are completely different (though there is a subset of 2d animation that is based on cell-shading or other specialized rendering of 3d ...


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Animating a shape layer with the pen tool is the same for 3D layers as it is for 2D. One problem is that if you're moving paths around on a layer that is not parallel with the view then you have pespective issues, or parts of your layer might go out of view. To get around this you can create a new camera that is parented to the shape layer - best to do this ...



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