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To check our animation, we can use the 3ds Max RAM Player. This is a file player that will load all of those individual images into System Memory, and play them back at a precise frame rate of our choosing. It's found in the Rendering menu, and it's right down at the bottom, RAM Player. To open up an Image Sequence, I will go up here to Channel A and click on the file browser. There is a Channel A and Channel B because if we want to, we can load two separate Image Sequences and compare them. I just have one this time. I will click on the file browser and it takes me directly to my renderoutput folder. Here is my logoAnimation folder inside there, and I will drill-down in there and select the very first frame, and click Open. I get some dialog boxes that pop-up here. First of all, do I want to load the entire Image Sequence or just part of the Sequence? If I've got HD frames, or if I've got a lot of them, they might not all fit in System Memory, and I could choose to load just some of them at this point. But I've got a lot of memory on this machine and I'm sure that they will fit, and it will be no problem. I'll click OK.
Then I get another dialog box opening up that asks, Do you want to knock the resolution of this down? Again, if you've got HD frames and you are having memory issues, you could go in here and reduce the Resolution and 3ds Max will resize the images so that they will fit into memory better. I will just click OK to click through that, and you'll see now that it is loading all the images, and it is bringing them into System Memory. And I can choose the frame rate here, I've got the default frame rate of 30 frames per second right now, and just press the Play button and see what I have got. And this is a very helpful way to analyze your animation to make sure that it's working okay. If you want to you can actually play in reverse, or you can play back at a different frame rate, maybe slower; 10 frames a second for analysis purposes. Very useful. I'll put it back to 30 frames per second. That concludes our chapter on rendering, and it also concludes our course on 3ds Max Essential Training.
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