I have noticed that when I hit the pause or play button of the timeline the puppet momentarily "flinches" or jumps when pausing or restarting. It happens when the puppet is armed or unarmed for recording.
Any ideas what causes this?
Hi Mac. I don't have a solutution, but could I suggest:
1. Not enought memory and CH is gasping for breath?
2. Processing power? Not enough?
3. Are you working on a internal HD or over a network?
4. God forbid, a glitch in CH?
5. Cold restart of your system and the problem remains?
6. This has just started cropping up?
Well, this is where I would start looking. But then, I don't know any better.
I dont think it is any of the above. It was working fine until today.
128GB DDR5 Ram
2 x Xeon Duo Quad Processors
3 x 2TB SSD drives internal.
32GB Graphics card x 2
I think the laptop is juiced up enough 🙂
Character Animaoter does havea few speed wobbles on occasions but not sure.
Playback mode is an approximation of the final video (recording you will notice takes longer). So you get little artifacts like this occurring. I suspect normally movements are averaged over previous and upcoming frames to smooth things out, but when starting it has no past to smooth from so it does more of a jump.
Gravity/dangles also come into this. E.g. at the start of a scene, even when recorded, hair might start in its default position but it will bounce a little bit at the start as gravity reaches steady state on the hair. So I sometimes trim out the start of a scene to eliminate this physics hair bounce.
CPU/disk/memory probably do influence it. I think playback says "we have to get the result on time! take short cuts to get there!" where as the final render says "work it out correctly - we don't have to show the results in real time, so take as much time as you want". That is why the final render is much slower than playback.