Hi Dan, If I had faster Internet I could share project files etc, but as it is, I'm literally sitting on a mountain (well, the hut is on a mountain. I'm sitting on a chair, in that hut) and data packages are brought by eagles or something. 😛 If you want, I can attach a screenshot of the task manager (I would need to "destabelize" my system first), but the screenshot might not indicate a problem. The instances of Character Animator that run as part of dynamic linking in the background seem normal. There is one instance for each CH scene used in the AE project. That makes sense. In those two scenes in CH I have a total 3 puppets (4k puppets, between 150 and 180 mb each with cycle layers and shabang - file size tweaked to be as small as I can get them). 1 puppet hat its own scene. The other 2 share one scene. I bring those two scenes into a 1080p AE project where a total of 5 camera angles provide medium shots of each scene and a close up of each character. All those angles make for a dialoge setup, so there are frequent cuts between the views. I set up all the other elements with dummies and color bgs instead of video footage (just dialogue audio) because editing that way is naturally much faster and means, I only need to replace the dummies and bgs before the render. This is what my timeline looks like: To make things fun for my system my scenes have real life 1080p footage in the background, which due to the camera setup has some nice blurry action going on. Blury-ness both affects the video and CH scenes slightly due to the nature of cameras in AE. That certainly explains why AE swallows up some processing power and Ram. But the processor has never used full power I think and memory usage on the AE part is not critical. The length of the episodes can be as long as 40 minutes. When working on the first few (time line) minutes of the project in AE, scrubbing works and previews happen. But the more I advance in the timeline, the more RAM gets used by the 2 instances of character animator (if character animator happened to be simultaniously open as a program, that 3rd instance is idle at some low RAM usage). As I understand, this happens, because through dynamic linking all the info up to that particular point in the AE timeline needs to be stored in RAM. Early in the timeline = less RAM; later in the timeline = more RAM. When I had 32 gig of RAM I actually crashed the machine a few times. After the upgrade I barely managed to get to 27 minutes. It reaches 95-98% RAM much earlier and with a few prayers it survives and bit by bit renders and frees up things if there is no sudden demand by the OS that could lead to a max out I guess. That is why I believe that if RAM was managed through the global preferences, the system might remain stable and get through the render. Currently I leave 80% of RAM to adobe products (which is plenty on a 64gig system). I guess I could really curb AE and force it to use the flash drive, so even more of the RAM is free for CH, but I suppose it would just give be a few more render minutes. As it is, I think the two instances of CH already would both hog as much as 45 gig. So if RAM in Character animator will not be managed through the global adobe CC preferences even in the new release, then splitting the episodes is the only way to go for me. It is painful because it adds another render step (and I have several language versions coming up) but if this is the only way, it is the only way. Johannes
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