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In this course, Aaron F. Ross covers all the features you'll need to start creating advanced 3D models and animation with 3ds Max 2015. Learn the most suitable techniques for modeling different types of objects, from splines and NURBS to polygonal and subdivision surface modeling. Then learn how to design 3D motion graphics, set up cameras, animate with keyframes, and assign constraints. Aaron also provides an overview of lighting scenes within a simple studio setup, and construction of materials with the Slate Material Editor. Finally, learn about your hardware and software rendering options, and make your projects more realistic with motion blur, indirect illumination, and depth of field.
Once you finished rendering, you'll want to preview the animation to make sure that it came out correctly. You can do that in a lot of different programs. But 3DS Max provides a module that'll let you load those images directly, without having to convert to a movie first. This is called the RAM Player and that's because it loads images directly into system memory. Just be aware that if you have a very long sequence or a very high resolution sequence that it might not all fit into system memory and in that case you'll have to down scale the images at the point that you import them into the RAM Player.
Alright, so it's found in the rendering menu and it's at the very bottom and it's listed as compare media in RAM Player. And they put that compare media on there to remind that you can actually load more than one sequence in at a time, but we're just going to load one in. Click on that and the RAM Player launches. We've got Channel A and Channel B, but we only care about Channel A. So we can go ahead and click on Open and it takes us to the render output folder. Go into that flying_logo_sequence and you can see here we've got a numbered sequence of png files.
Just click on the first one, which is number zero. And you'll see down here sequence is enabled. Go ahead and click Open. Then we get another dialog here. And this just a weird dialog that comes up, because it has to do with legacy issues in 3DS Max. 3DS Max creates this weird file called an IFL file. It's an image file list. And all it is is a text file that lists every single one of the frames in your sequence. And we can't get past this.
We have to allow this to happen. So you don't need to change anything here. Just click OK. Then you get another dialogue that comes up that asks you, how much memory do you want to use? And if necessary, do you want to downscale the image? Right now it's set to a maximum of four gigabytes of memory. I've got 16 gigabytes on my system. And there's no doubt that this short image sequence will fit within four gigabytes of memory. But if your sequences is very long or very large, then it may not fit into this default amount of memory.
You may need to increase this and reload the sequence. But in this case, it's totally fine. So we'll just click OK. And it loads all those images in. And we've got our frame rate here. It's set to 30 frames per second, but we can choose a different frame rate, if we want. But 30 is fine. And just click Play. And that's all there is to is. We can see the animation. And it looks pretty good. There's no background here, but we've got a pretty nice rendering. If we want to analyze this, maybe we could reduce the frame rate. We could take it down to like, ten frames per second or, in fact, we could even type in a value.
I could say, play it at five frames per second. And now it's playing back at super slow, so we can check every frame and make sure it's all good. So you can see at five frames a second that there's actually a little bit of grain in the motion blur. But when it plays back at full speed, we don't notice that. All right, cool. So that's the RAM Player.
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