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5

Simply put, to make a full length movie requires a lot of man hours and generally a decent budget. It becomes more cost effective to get real animation software when dealing with a full length film than trying to struggle through with something like Blender. Don't get me wrong, Blender is great for what it is as a free product, but, at least as of the last ...


5

Disk space. The 3d content takes more space so there is generally not enough room for special features. The 2d special features are only on the 2d disk. They take up the room that the second eye takes on the 3d disk. They could make a special features only disk, but this is generally more expensive since it requires another master and another production ...


3

This depends entirely on what kind of 3d video you want. There are numerous formats for 3d video. Some are as simple as placing the left and right images either side by side or one on top of the other (typically compressing them spatially to still take up the original space, for example 1080p video done like this ends up being wither 540 vertical pixels ...


2

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.


2

For creating a 3d image (from two jpeg images), this piece of software works pretty well: http://stereo.jpn.org/eng/stphmkr/ Creating a full 3d video is a bit more difficult, so I'm not sure if I can help you there.


2

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 ...


1

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.


1

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 ...


1

You can work around it using multiple compositions. Do one composition to generate the 3d layer and then use that composition within another to handle the blending (or vice versa depending on your needs).


1

There are many ways this can be done. Historically, the main way was to paint the area of each surface and then create a texture map in the 3d software that would take the portions of the image and project them on to the geometry. You simply had to know the shapes of your surfaces. (Sometimes the software could even output a template to fill in, but it ...


1

GoPro Hero's are frequently used in the kind of capacity you describe. It is possible you got some defective units (as certainly the time lapse stuff for the silver is a bad unit), however much of the problems appear to be user error rather than camera problems. In your overlay shots, the frame appears to be consistent, they just aren't pointed in the same ...


1

If you want to use a physics simulation, your best bet is to have a collision but don't render the object that collides. I haven't used 3DSMax personally in a number of years, but there should be an option to have the object physically impact the scene but not be rendered by the render engine itself. Then you simply do the collision to occur at frame 450 ...


1

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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