Viewport performance on computer with NVIDIA card is quite slow. One way to increase speed is disable the double sided shading.
For every object, uncheck the box :
Really huge improvement.
A little bit cumbersome if you have lots of objects to do at once.
So, keep in mind to uncheck it immediately every time you create a new object.
I’ve found a script to do this for every objects in the scene. Just switch to text editor and paste in these codes:
for ob in bpy.data.objects:
if ob.type == 'MESH' :
ob.data.show_double_sided = 0
and press runscript. (there should be a tab indent on 3rd line, and 2 tabs on 4th line – or you’ll get error when running the script)
When you have a set with lots of static objects, your outliner could be filled with those unidentified objects and sometimes gets in the way of selecting the right one.
You might join them to become one object, but it’ll be harder to move things around or assign new material later.
Better approach would be to create a new empty scene, place all those non-animate objects in this scene and group them. Rename the group to a meaningful name.
in the main scene, just add a ‘Group Instance’ with the group you just created.
Now, there’s only one object in the main scene, and you can still edit those individual objects by going to the ‘Set’ scene.
Stamp prints useful information onto the rendered image. I find it’s convenient to have it turn on all the time, so that I woudn’t have to wonder which version of the file this image was rendered from. In fact, I enlarge my output file size a little to accomodate those small text at the top and bottom in the final render as well.
Handheld camera motion can be useful in some shots.
To simulate the handheld camera, you can add noise modifier to the camera curve.
Play with ‘Scale’ and ‘Strength’ to get the desired effect.
You can use ‘Restrict frame range’ to limit when to start and stop shaking.
After rigging a charactor, you should group them for later use, by selecting only meshes, not the armature, and press ‘Ctrl+G’, the meshes will have green outline (instead of default orange). Then rename the group to a meaningful name from the object tab.
Start a new scene, you can link the charactor into this scene by ‘File’ -> ‘Link’ -> ‘Group’, make sure that ‘Link’ and ‘Instance Group’ is selected.
You’ll have 2 new objects in the outliner, the mesh and the rig.
If your 3D cursor is not at the origin, your mesh will appear off its originate position, you must reset it back by pressing ‘Alt+G’ to clear its location.
Then restrict the mesh‘s selection by toggle off its arrow in the outliner, so that you don’t accidentally move it out of place as you would only work with its armature in this scene.
You can enter pose mode and pose the rig anyway you like but you’ll notice that you cannot key any bone. You need to make a proxy of this amature to be able to add any key on it.
So, in 3D view while the rig is selected, press space bar and type in command ‘make proxy’ and click again to confirm. Now, you are able to key this rig.
Notice that the name of the rig would change into ‘_proxy’ and the link icon is disappeared. You can rename the rig to whatever you like.
Rigify rig comes with a handy script to toggle bone layers/ FK-IK switch from the right panel.
But when the charactor is linked into a new file, this script just got lost.
You need to ‘Append’ a text called ‘rig_ui.py’ from that source file and run it once to get the panel back.
append text from source file.
switch to ‘Text Editor’, load the appended ‘rig_ui.py’ and click ‘Run Script’ once.
Now the panel is back. while the ‘Register’ is ticked, the script will automatically run every time the scene is loaded, so you don’t have to do it manually again (for this scene).
Shooting with real video camera, you’ll notice that noises in the video are not static. they move every frame, which is not the case when rendering video with Cycles. All you need to do is change the ‘Seed’ value for every frame to get different noise pattern. You can manually keyframe ‘Seed’ value, or automate it with curve ‘Generator’.
1. press i over the ‘Seed’ in the first frame to create the first key frame
2. in Graph Editor press n to bring up right side panel. While ‘Seed’ curve is selected, add ‘Generator’ modifier
That’s it. A linear graph is generated, and the seed value will increase every frame.
Linking group is an efficient way to manage your project. You can link a charactor ‘group’ to animate him in the set before making small changes on polygon, UV, or many things later. And the changes will be carried over every scenes the charactor is linked.
You might, like me, keen on saving every version of source file, just in case anything goes wrong, and end up with many different versions of the same charactor.
before final render, with the master scenes linked to different source files, you’ll need to re-link them so that every scene links to the final one.
so, switch the outliner to ‘datablock’ view and find the ‘Libraries’. You’ll see ‘lib’ of every files that’s been linked into this scene.
Expand the ‘lib’ to find out which one’s which by its ‘File Path’
You can change the file name to the correct one. After saving and reloading the scene, it will be re-linked.