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Loading time issue while making cutscenes


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5 réponses à ce sujet

#1
Calhoun137

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I am using a fairly powerful gaming computer, but for a reasonably complex cutscene the proccessing time is out of control.  The problem is that if i try to edit an animation or key position which is before the current time index, then the viewports need to load all the changes in the animations, this makes it pretty much impossible to edit the cutscene without the time index at the begining, and even so the loading time is quite frustrating.

What tricks can I use to cut down on the loading time it takes for the viewports to load up the changes i make to the cutscene?

#2
TimelordDC

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I've found that clicking Simulate Cutscene refreshes the viewports with the changes made - it does take a couple of seconds though.

#3
Challseus

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Do you have head tracking in the cut-scene? This can severely slow down performance, unless you disable Accurate Headtracking. If so, check out this wiki page, scroll down to the bottom, and you'll see the section on performance.

Once I did this, I could actually work in them again. Before that, I wouldn't add headtracking until the very, very end of development of each scene.

#4
Calhoun137

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the head tracking thing helps a lot, thanks!

#5
Challseus

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Glad it worked.

#6
Calhoun137

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another thing which also helps is to scroll the timescale far zoomed out, and then to click the 0 time marker before doing any editing to animations. Then I set the play start marker so that when i hit play i go straight to the scene i'm working on. If you just click the 0 time mark then it instantly goes to 0, this is much better than dragging the time scale marker back to zero.

I insert animations and key positions at the zero time marker, and drag them to the desired position.  When the timescale is far zoomed out, this is quite easy and has zero load time almost.

This may help anyone else with a similar issue

Modifié par Calhoun137, 18 octobre 2010 - 06:10 .